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// Copyright Epic Games, Inc. All Rights Reserved.
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using System ;
using System.Collections.Generic ;
using System.Linq ;
using System.Text ;
using System.Xml ;
using System.Diagnostics ;
using System.IO ;
using Microsoft.Win32 ;
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using System.Xml.Linq ;
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using EpicGames.Core ;
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using System.Security.Cryptography ;
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using UnrealBuildBase ;
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namespace UnrealBuildTool
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{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
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class UEDeployAndroid : UEBuildDeploy , IAndroidDeploy
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{
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private const string XML_HEADER = "<?xml version=\"1.0\" encoding=\"utf-8\"?>" ;
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// filename of current BundleTool
private const string BUNDLETOOL_JAR = "bundletool-all-0.13.0.jar" ;
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// classpath of default android build tools gradle plugin
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private const string ANDROID_TOOLS_BUILD_GRADLE_VERSION = "com.android.tools.build:gradle:4.0.0" ;
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// name of the only vulkan validation layer we're interested in
private const string ANDROID_VULKAN_VALIDATION_LAYER = "libVkLayer_khronos_validation.so" ;
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// Minimum Android SDK that must be used for Java compiling
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readonly int MinimumSDKLevel = 28 ;
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// Minimum SDK version needed for App Bundles
readonly int MinimumSDKLevelForBundle = 21 ;
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// Minimum SDK version needed for Gradle based on active plugins
private int MinimumSDKLevelForGradle = 19 ;
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// Reserved Java keywords not allowed in package names without modification
static private string [ ] JavaReservedKeywords = new string [ ] {
"abstract" , "assert" , "boolean" , "break" , "byte" , "case" , "catch" , "char" , "class" , "const" , "continue" , "default" , "do" ,
"double" , "else" , "enum" , "extends" , "final" , "finally" , "float" , "for" , "goto" , "if" , "implements" , "import" , "instanceof" ,
"int" , "interface" , "long" , "native" , "new" , "package" , "private" , "protected" , "public" , "return" , "short" , "static" ,
"strictfp" , "super" , "switch" , "sychronized" , "this" , "throw" , "throws" , "transient" , "try" , "void" , "volatile" , "while" ,
"false" , "null" , "true"
} ;
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/// <summary>
/// Internal usage for GetApiLevel
/// </summary>
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private List < string > ? PossibleApiLevels = null ;
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protected FileReference ? ProjectFile ;
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/// <summary>
/// Determines whether we package data inside the APK. Based on and OR of "-ForcePackageData" being
/// false and bPackageDataInsideApk in /Script/AndroidRuntimeSettings.AndroidRuntimeSettings being true
/// </summary>
protected bool bPackageDataInsideApk = false ;
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/// <summary>
/// Ignore AppBundle (AAB) generation setting if "-ForceAPKGeneration" specified
/// </summary>
[CommandLine("-ForceAPKGeneration", Value = "true")]
public bool ForceAPKGeneration = false ;
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public UEDeployAndroid ( FileReference ? InProjectFile , bool InForcePackageData )
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{
ProjectFile = InProjectFile ;
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// read the ini value and OR with the command line value
bool IniValue = ReadPackageDataInsideApkFromIni ( null ) ;
bPackageDataInsideApk = InForcePackageData | | IniValue = = true ;
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CommandLine . ParseArguments ( Environment . GetCommandLineArgs ( ) , this ) ;
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}
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private UnrealPluginLanguage ? UPL = null ;
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private string ActiveUPLFiles = "" ;
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private string? UPLHashCode = null ;
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private bool ARCorePluginEnabled = false ;
private bool FacebookPluginEnabled = false ;
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private bool OculusMobilePluginEnabled = false ;
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private bool GoogleVRPluginEnabled = false ;
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private bool EOSSDKPluginEnabled = false ;
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public void SetAndroidPluginData ( List < string > Architectures , List < string > inPluginExtraData )
{
List < string > NDKArches = new List < string > ( ) ;
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foreach ( string NDKArch in Architectures )
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{
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if ( ! NDKArches . Contains ( NDKArch ) )
{
NDKArches . Add ( GetNDKArch ( NDKArch ) ) ;
}
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}
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Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
// check if certain plugins are enabled
2017-10-24 10:14:07 -04:00
ARCorePluginEnabled = false ;
FacebookPluginEnabled = false ;
2019-06-10 12:22:13 -04:00
OculusMobilePluginEnabled = false ;
2021-05-12 18:10:03 -04:00
GoogleVRPluginEnabled = false ;
EOSSDKPluginEnabled = false ;
2020-04-16 17:27:12 -04:00
ActiveUPLFiles = "" ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
foreach ( string Plugin in inPluginExtraData )
2017-04-26 08:28:56 -04:00
{
2020-04-16 17:27:12 -04:00
ActiveUPLFiles + = Plugin + "\n" ;
2017-10-24 10:14:07 -04:00
// check if the Facebook plugin was enabled
if ( Plugin . Contains ( "OnlineSubsystemFacebook_UPL" ) )
{
FacebookPluginEnabled = true ;
continue ;
}
// check if the ARCore plugin was enabled
if ( Plugin . Contains ( "GoogleARCoreBase_APL" ) )
{
ARCorePluginEnabled = true ;
continue ;
}
2019-06-10 12:22:13 -04:00
// check if the Oculus Mobile plugin was enabled
if ( Plugin . Contains ( "OculusMobile_APL" ) )
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
2019-06-10 12:22:13 -04:00
OculusMobilePluginEnabled = true ;
2017-10-24 10:14:07 -04:00
continue ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
// check if the GoogleVR plugin was enabled
2017-04-26 08:28:56 -04:00
if ( Plugin . Contains ( "GoogleVRHMD" ) )
{
GoogleVRPluginEnabled = true ;
2017-10-24 10:14:07 -04:00
continue ;
2018-06-26 08:42:47 -04:00
}
2021-05-12 18:10:03 -04:00
// check if the EOSShared plugin was enabled
if ( Plugin . Contains ( "EOSSDK" ) )
{
EOSSDKPluginEnabled = true ;
continue ;
}
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
}
2017-04-26 08:28:56 -04:00
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
UPL = new UnrealPluginLanguage ( ProjectFile , inPluginExtraData , NDKArches , "http://schemas.android.com/apk/res/android" , "xmlns:android=\"http://schemas.android.com/apk/res/android\"" , UnrealTargetPlatform . Android ) ;
2018-01-11 16:07:16 -05:00
UPLHashCode = UPL . GetUPLHash ( ) ;
2015-12-10 16:56:55 -05:00
// APL.SetTrace();
}
2017-10-24 10:14:07 -04:00
private void SetMinimumSDKLevelForGradle ( )
{
if ( FacebookPluginEnabled )
{
MinimumSDKLevelForGradle = Math . Max ( MinimumSDKLevelForGradle , 15 ) ;
}
if ( ARCorePluginEnabled )
{
MinimumSDKLevelForGradle = Math . Max ( MinimumSDKLevelForGradle , 19 ) ;
}
2021-05-12 18:10:03 -04:00
if ( EOSSDKPluginEnabled )
{
MinimumSDKLevelForGradle = Math . Max ( MinimumSDKLevelForGradle , 23 ) ;
}
2017-10-24 10:14:07 -04:00
}
2015-09-24 13:47:13 -04:00
/// <summary>
/// Simple function to pipe output asynchronously
/// </summary>
2015-09-25 08:37:49 -04:00
private void ParseApiLevel ( object Sender , DataReceivedEventArgs Event )
2014-03-14 14:13:41 -04:00
{
// DataReceivedEventHandler is fired with a null string when the output stream is closed. We don't want to
// print anything for that event.
if ( ! String . IsNullOrEmpty ( Event . Data ) )
{
string Line = Event . Data ;
if ( Line . StartsWith ( "id:" ) )
{
// the line should look like: id: 1 or "android-19"
string [ ] Tokens = Line . Split ( "\"" . ToCharArray ( ) ) ;
if ( Tokens . Length > = 2 )
{
2021-11-18 14:37:34 -05:00
PossibleApiLevels ! . Add ( Tokens [ 1 ] ) ;
2014-03-14 14:13:41 -04:00
}
}
}
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
private ConfigHierarchy GetConfigCacheIni ( ConfigHierarchyType Type )
2015-09-24 12:37:21 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
return ConfigCache . ReadHierarchy ( Type , DirectoryReference . FromFile ( ProjectFile ) , UnrealTargetPlatform . Android ) ;
2015-09-24 12:37:21 -04:00
}
2015-04-22 11:14:29 -04:00
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
private bool ValidateSDK ( string PlatformsDir , string ApiString )
{
if ( ! Directory . Exists ( PlatformsDir ) )
{
return false ;
}
string SDKPlatformDir = Path . Combine ( PlatformsDir , ApiString ) ;
return Directory . Exists ( SDKPlatformDir ) ;
}
2017-04-26 08:28:56 -04:00
private int GetApiLevelInt ( string ApiString )
{
int VersionInt = 0 ;
if ( ApiString . Contains ( "-" ) )
{
int Version ;
if ( int . TryParse ( ApiString . Substring ( ApiString . LastIndexOf ( '-' ) + 1 ) , out Version ) )
{
VersionInt = Version ;
}
}
return VersionInt ;
}
2021-11-18 14:37:34 -05:00
private string? CachedSDKLevel = null ;
2019-10-11 15:33:31 -04:00
private string GetSdkApiLevel ( AndroidToolChain ToolChain )
2014-03-14 14:13:41 -04:00
{
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
if ( CachedSDKLevel = = null )
2014-03-14 14:13:41 -04:00
{
2015-01-21 16:25:42 -05:00
// ask the .ini system for what version to use
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2015-01-21 16:25:42 -05:00
string SDKLevel ;
Ini . GetString ( "/Script/AndroidPlatformEditor.AndroidSDKSettings" , "SDKAPILevel" , out SDKLevel ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
// check for project override of SDK API level
string ProjectSDKLevel ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "SDKAPILevelOverride" , out ProjectSDKLevel ) ;
ProjectSDKLevel = ProjectSDKLevel . Trim ( ) ;
if ( ProjectSDKLevel ! = "" )
{
SDKLevel = ProjectSDKLevel ;
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
// if we want to use whatever version the ndk uses, then use that
2015-01-21 16:25:42 -05:00
if ( SDKLevel = = "matchndk" )
2014-03-14 14:13:41 -04:00
{
2015-09-27 13:05:49 -04:00
SDKLevel = ToolChain . GetNdkApiLevel ( ) ;
2014-03-14 14:13:41 -04:00
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
// run a command and capture output
2015-01-21 16:25:42 -05:00
if ( SDKLevel = = "latest" )
2014-03-14 14:13:41 -04:00
{
2021-10-25 20:05:28 -04:00
SDKLevel = ToolChain . GetLargestApiLevel ( ) ;
2017-04-26 08:28:56 -04:00
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
2017-04-26 08:28:56 -04:00
// make sure it is at least android-23
int SDKLevelInt = GetApiLevelInt ( SDKLevel ) ;
if ( SDKLevelInt < MinimumSDKLevel )
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Log . TraceInformation ( "Requires at least SDK API level {0}, currently set to '{1}'" , MinimumSDKLevel , SDKLevel ) ;
2021-10-25 20:05:28 -04:00
SDKLevel = ToolChain . GetLargestApiLevel ( ) ;
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
2017-04-26 08:28:56 -04:00
SDKLevelInt = GetApiLevelInt ( SDKLevel ) ;
if ( SDKLevelInt < MinimumSDKLevel )
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
{
2019-10-11 15:33:31 -04:00
SDKLevelInt = MinimumSDKLevel ;
SDKLevel = "android-" + MinimumSDKLevel . ToString ( ) ;
Log . TraceInformation ( "Gradle will attempt to download SDK API level {0}" , SDKLevelInt ) ;
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
}
}
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
// validate the platform SDK is installed
2021-10-25 20:05:28 -04:00
string PlatformsDir = Environment . ExpandEnvironmentVariables ( "%ANDROID_HOME%/platforms" ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
if ( ! ValidateSDK ( PlatformsDir , SDKLevel ) )
{
2019-10-11 15:33:31 -04:00
Log . TraceWarning ( "The SDK API requested '{0}' not installed in {1}; Gradle will attempt to download it." , SDKLevel , PlatformsDir ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Log . TraceInformation ( "Building Java with SDK API level '{0}'" , SDKLevel ) ;
2015-01-21 16:25:42 -05:00
CachedSDKLevel = SDKLevel ;
2014-03-14 14:13:41 -04:00
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
return CachedSDKLevel ;
2014-03-14 14:13:41 -04:00
}
2021-11-18 14:37:34 -05:00
private string? CachedBuildToolsVersion = null ;
private string? LastAndroidHomePath = null ;
2017-06-16 20:17:59 -04:00
private uint GetRevisionValue ( string VersionString )
{
// read up to 4 sections (ie. 20.0.3.5), first section most significant
// each section assumed to be 0 to 255 range
uint Value = 0 ;
try
{
string [ ] Sections = VersionString . Split ( "." . ToCharArray ( ) ) ;
Value | = ( Sections . Length > 0 ) ? ( uint . Parse ( Sections [ 0 ] ) < < 24 ) : 0 ;
Value | = ( Sections . Length > 1 ) ? ( uint . Parse ( Sections [ 1 ] ) < < 16 ) : 0 ;
Value | = ( Sections . Length > 2 ) ? ( uint . Parse ( Sections [ 2 ] ) < < 8 ) : 0 ;
Value | = ( Sections . Length > 3 ) ? uint . Parse ( Sections [ 3 ] ) : 0 ;
}
catch ( Exception )
{
// ignore poorly formed version
}
return Value ;
}
2019-10-11 15:33:31 -04:00
private string GetBuildToolsVersion ( )
2017-06-16 20:17:59 -04:00
{
// return cached path if ANDROID_HOME has not changed
string HomePath = Environment . ExpandEnvironmentVariables ( "%ANDROID_HOME%" ) ;
if ( CachedBuildToolsVersion ! = null & & LastAndroidHomePath = = HomePath )
{
return CachedBuildToolsVersion ;
}
// get a list of the directories in build-tools.. may be more than one set installed (or none which is bad)
string [ ] Subdirs = Directory . GetDirectories ( Path . Combine ( HomePath , "build-tools" ) ) ;
if ( Subdirs . Length = = 0 )
{
throw new BuildException ( "Failed to find %ANDROID_HOME%/build-tools subdirectory. Run SDK manager and install build-tools." ) ;
}
// valid directories will have a source.properties with the Pkg.Revision (there is no guarantee we can use the directory name as revision)
2021-11-18 14:37:34 -05:00
string? BestVersionString = null ;
2017-06-16 20:17:59 -04:00
uint BestVersion = 0 ;
foreach ( string CandidateDir in Subdirs )
{
2021-06-08 17:01:47 -04:00
string AaptFilename = Path . Combine ( CandidateDir , RuntimePlatform . IsWindows ? "aapt.exe" : "aapt" ) ;
2017-06-16 20:17:59 -04:00
string RevisionString = "" ;
uint RevisionValue = 0 ;
if ( File . Exists ( AaptFilename ) )
{
string SourcePropFilename = Path . Combine ( CandidateDir , "source.properties" ) ;
if ( File . Exists ( SourcePropFilename ) )
{
string [ ] PropertyContents = File . ReadAllLines ( SourcePropFilename ) ;
foreach ( string PropertyLine in PropertyContents )
{
if ( PropertyLine . StartsWith ( "Pkg.Revision=" ) )
{
RevisionString = PropertyLine . Substring ( 13 ) ;
RevisionValue = GetRevisionValue ( RevisionString ) ;
break ;
}
}
}
}
// remember it if newer version or haven't found one yet
if ( RevisionValue > BestVersion | | BestVersionString = = null )
{
BestVersion = RevisionValue ;
BestVersionString = RevisionString ;
}
}
if ( BestVersionString = = null )
{
throw new BuildException ( "Failed to find %ANDROID_HOME%/build-tools subdirectory with aapt. Run SDK manager and install build-tools." ) ;
}
// with Gradle enabled use at least 24.0.2 (will be installed by Gradle if missing)
2019-10-11 15:33:31 -04:00
if ( BestVersion < ( ( 24 < < 24 ) | ( 0 < < 16 ) | ( 2 < < 8 ) ) )
2017-06-16 20:17:59 -04:00
{
BestVersionString = "24.0.2" ;
}
CachedBuildToolsVersion = BestVersionString ;
LastAndroidHomePath = HomePath ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Log . TraceInformation ( "Building with Build Tools version '{0}'" , CachedBuildToolsVersion ) ;
2017-06-16 20:17:59 -04:00
return CachedBuildToolsVersion ;
}
2015-09-24 12:37:21 -04:00
public static string GetOBBVersionNumber ( int PackageVersion )
{
string VersionString = PackageVersion . ToString ( "0" ) ;
return VersionString ;
}
2015-04-22 11:14:29 -04:00
2018-02-22 11:25:06 -05:00
public bool GetPackageDataInsideApk ( )
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
{
2018-02-22 11:25:06 -05:00
return bPackageDataInsideApk ;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
}
2018-02-22 11:25:06 -05:00
/// <summary>
/// Reads the bPackageDataInsideApk from AndroidRuntimeSettings
/// </summary>
/// <param name="Ini"></param>
2021-11-18 14:37:34 -05:00
protected bool ReadPackageDataInsideApkFromIni ( ConfigHierarchy ? Ini )
2018-02-22 11:25:06 -05:00
{
2015-01-27 13:05:32 -05:00
// make a new one if one wasn't passed in
if ( Ini = = null )
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2015-01-27 13:05:32 -05:00
}
// we check this a lot, so make it easy
2018-02-22 11:25:06 -05:00
bool bIniPackageDataInsideApk ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bPackageDataInsideApk" , out bIniPackageDataInsideApk ) ;
2015-01-27 13:05:32 -05:00
2018-02-22 11:25:06 -05:00
return bIniPackageDataInsideApk ;
2015-01-27 13:05:32 -05:00
}
2021-11-18 14:37:34 -05:00
public bool UseExternalFilesDir ( bool bDisallowExternalFilesDir , ConfigHierarchy ? Ini = null )
2016-12-08 22:53:00 -05:00
{
if ( bDisallowExternalFilesDir )
{
return false ;
}
// make a new one if one wasn't passed in
if ( Ini = = null )
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2016-12-08 22:53:00 -05:00
}
// we check this a lot, so make it easy
bool bUseExternalFilesDir ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bUseExternalFilesDir" , out bUseExternalFilesDir ) ;
return bUseExternalFilesDir ;
}
2021-11-18 14:37:34 -05:00
public bool IsPackagingForDaydream ( ConfigHierarchy ? Ini = null )
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
{
2017-04-26 08:28:56 -04:00
// always false if the GoogleVR plugin wasn't enabled
if ( ! GoogleVRPluginEnabled )
{
return false ;
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
// make a new one if one wasn't passed in
if ( Ini = = null )
{
Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
}
2021-11-18 14:37:34 -05:00
List < string > ? GoogleVRCaps = new List < string > ( ) ;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
if ( Ini . GetArray ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "GoogleVRCaps" , out GoogleVRCaps ) )
{
2018-11-13 23:40:18 -05:00
return GoogleVRCaps . Contains ( "Daydream33" ) | | GoogleVRCaps . Contains ( "Daydream63" ) | | GoogleVRCaps . Contains ( "Daydream66" ) ;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
}
else
{
// the default values for the VRCaps are Cardboard and Daydream33, so unless the
// developer changes the mode, there will be no setting string to look up here
return true ;
}
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
2021-11-18 14:37:34 -05:00
public List < string > GetTargetOculusMobileDevices ( ConfigHierarchy ? Ini = null )
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
2019-06-10 12:22:13 -04:00
// always false if the Oculus Mobile plugin wasn't enabled
if ( ! OculusMobilePluginEnabled )
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
2019-06-10 12:22:13 -04:00
return new List < string > ( ) ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
// make a new one if one wasn't passed in
if ( Ini = = null )
{
Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
}
2021-11-18 14:37:34 -05:00
List < string > ? OculusMobileDevices ;
2019-06-10 12:22:13 -04:00
bool result = Ini . GetArray ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "PackageForOculusMobile" , out OculusMobileDevices ) ;
if ( ! result | | OculusMobileDevices = = null )
{
OculusMobileDevices = new List < string > ( ) ;
}
return OculusMobileDevices ;
}
2021-11-18 14:37:34 -05:00
public bool IsPackagingForOculusMobile ( ConfigHierarchy ? Ini = null )
2019-06-10 12:22:13 -04:00
{
List < string > TargetOculusDevices = GetTargetOculusMobileDevices ( Ini ) ;
bool bTargetOculusDevices = ( TargetOculusDevices ! = null & & TargetOculusDevices . Count ( ) > 0 ) ;
return bTargetOculusDevices ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
2021-11-18 14:37:34 -05:00
public bool DisableVerifyOBBOnStartUp ( ConfigHierarchy ? Ini = null )
2015-09-24 12:37:21 -04:00
{
// make a new one if one wasn't passed in
if ( Ini = = null )
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2015-09-24 12:37:21 -04:00
}
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
// we check this a lot, so make it easy
bool bDisableVerifyOBBOnStartUp ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bDisableVerifyOBBOnStartUp" , out bDisableVerifyOBBOnStartUp ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
return bDisableVerifyOBBOnStartUp ;
}
2015-04-22 11:14:29 -04:00
2018-06-26 08:42:47 -04:00
private static bool SafeDeleteFile ( string Filename , bool bCheckExists = true )
{
if ( ! bCheckExists | | File . Exists ( Filename ) )
{
try
{
File . SetAttributes ( Filename , FileAttributes . Normal ) ;
File . Delete ( Filename ) ;
return true ;
}
catch ( System . UnauthorizedAccessException )
{
throw new BuildException ( "File '{0}' is in use; unable to modify it." , Filename ) ;
}
catch ( System . Exception )
{
return false ;
}
}
return true ;
}
2014-03-14 14:13:41 -04:00
2021-11-18 14:37:34 -05:00
private static void CopyFileDirectory ( string SourceDir , string DestDir , Dictionary < string , string > ? Replacements = null , string [ ] ? Excludes = null )
2014-03-14 14:13:41 -04:00
{
if ( ! Directory . Exists ( SourceDir ) )
{
return ;
}
string [ ] Files = Directory . GetFiles ( SourceDir , "*.*" , SearchOption . AllDirectories ) ;
foreach ( string Filename in Files )
{
2018-02-22 11:25:06 -05:00
if ( Excludes ! = null )
{
// skip files in excluded directories
2021-11-18 14:37:34 -05:00
string DirectoryName = Path . GetFileName ( Path . GetDirectoryName ( Filename ) ) ! ;
2018-02-22 11:25:06 -05:00
bool bExclude = false ;
foreach ( string Exclude in Excludes )
{
if ( DirectoryName = = Exclude )
{
bExclude = true ;
break ;
}
}
if ( bExclude )
{
continue ;
}
}
2014-03-14 14:13:41 -04:00
// skip template files
if ( Path . GetExtension ( Filename ) = = ".template" )
{
continue ;
}
// make the dst filename with the same structure as it was in SourceDir
2018-06-26 08:42:47 -04:00
string DestFilename = Path . Combine ( DestDir , Utils . MakePathRelativeTo ( Filename , SourceDir ) ) . Replace ( '\\' , Path . DirectorySeparatorChar ) . Replace ( '/' , Path . DirectorySeparatorChar ) ;
2014-03-14 14:13:41 -04:00
// make the subdirectory if needed
2021-11-18 14:37:34 -05:00
string DestSubdir = Path . GetDirectoryName ( DestFilename ) ! ;
2014-03-14 14:13:41 -04:00
if ( ! Directory . Exists ( DestSubdir ) )
{
Directory . CreateDirectory ( DestSubdir ) ;
}
// some files are handled specially
string Ext = Path . GetExtension ( Filename ) ;
2017-06-16 20:17:59 -04:00
if ( Ext = = ".xml" & & Replacements ! = null )
2014-03-14 14:13:41 -04:00
{
string Contents = File . ReadAllText ( Filename ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
// replace some variables
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
foreach ( KeyValuePair < string , string > Pair in Replacements )
2014-03-14 14:13:41 -04:00
{
Contents = Contents . Replace ( Pair . Key , Pair . Value ) ;
}
2018-06-26 08:42:47 -04:00
bool bWriteFile = true ;
if ( File . Exists ( DestFilename ) )
{
string OriginalContents = File . ReadAllText ( DestFilename ) ;
if ( Contents = = OriginalContents )
{
bWriteFile = false ;
}
}
// write out file if different
if ( bWriteFile )
{
SafeDeleteFile ( DestFilename ) ;
File . WriteAllText ( DestFilename , Contents ) ;
}
2014-03-14 14:13:41 -04:00
}
else
{
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SafeDeleteFile ( DestFilename ) ;
2014-03-14 14:13:41 -04:00
File . Copy ( Filename , DestFilename ) ;
2018-06-26 08:42:47 -04:00
// preserve timestamp and clear read-only flags
2014-03-14 14:13:41 -04:00
FileInfo DestFileInfo = new FileInfo ( DestFilename ) ;
DestFileInfo . Attributes = DestFileInfo . Attributes & ~ FileAttributes . ReadOnly ;
2018-06-26 08:42:47 -04:00
File . SetLastWriteTimeUtc ( DestFilename , File . GetLastWriteTimeUtc ( Filename ) ) ;
2014-03-14 14:13:41 -04:00
}
}
}
2015-09-24 12:37:21 -04:00
private static void DeleteDirectory ( string InPath , string SubDirectoryToKeep = "" )
2014-04-23 19:40:10 -04:00
{
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
// skip the dir we want to
if ( String . Compare ( Path . GetFileName ( InPath ) , SubDirectoryToKeep , true ) = = 0 )
{
return ;
}
2015-09-24 12:37:21 -04:00
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
// delete all files in here
2015-09-24 12:37:21 -04:00
string [ ] Files ;
try
{
Files = Directory . GetFiles ( InPath ) ;
}
catch ( Exception )
{
// directory doesn't exist so all is good
return ;
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
foreach ( string Filename in Files )
2014-04-23 19:40:10 -04:00
{
try
{
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
// remove any read only flags
FileInfo FileInfo = new FileInfo ( Filename ) ;
FileInfo . Attributes = FileInfo . Attributes & ~ FileAttributes . ReadOnly ;
FileInfo . Delete ( ) ;
2014-04-23 19:40:10 -04:00
}
catch ( Exception )
{
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
Log . TraceInformation ( "Failed to delete all files in directory {0}. Continuing on..." , InPath ) ;
}
}
string [ ] Dirs = Directory . GetDirectories ( InPath , "*.*" , SearchOption . TopDirectoryOnly ) ;
foreach ( string Dir in Dirs )
{
DeleteDirectory ( Dir , SubDirectoryToKeep ) ;
// try to delete the directory, but allow it to fail (due to SubDirectoryToKeep still existing)
try
{
Directory . Delete ( Dir ) ;
}
catch ( Exception )
{
// do nothing
2014-04-23 19:40:10 -04:00
}
}
}
2021-03-15 15:53:45 -04:00
private bool BinaryFileEquals ( string SourceFilename , string DestFilename )
{
if ( ! File . Exists ( SourceFilename ) )
{
return false ;
}
if ( ! File . Exists ( DestFilename ) )
{
return false ;
}
FileInfo SourceInfo = new FileInfo ( SourceFilename ) ;
FileInfo DestInfo = new FileInfo ( DestFilename ) ;
if ( SourceInfo . Length ! = DestInfo . Length )
{
return false ;
}
using ( FileStream SourceStream = new FileStream ( SourceFilename , FileMode . Open , FileAccess . Read , FileShare . Read ) )
using ( BinaryReader SourceReader = new BinaryReader ( SourceStream ) )
using ( FileStream DestStream = new FileStream ( DestFilename , FileMode . Open , FileAccess . Read , FileShare . Read ) )
using ( BinaryReader DestReader = new BinaryReader ( DestStream ) )
{
while ( true )
{
byte [ ] SourceData = SourceReader . ReadBytes ( 4096 ) ;
byte [ ] DestData = DestReader . ReadBytes ( 4096 ) ;
if ( SourceData . Length ! = DestData . Length )
{
return false ;
}
if ( SourceData . Length = = 0 )
{
return true ;
}
if ( ! SourceData . SequenceEqual ( DestData ) )
{
return false ;
}
}
}
}
private bool CopyIfDifferent ( string SourceFilename , string DestFilename , bool bLog , bool bContentCompare )
{
if ( ! File . Exists ( SourceFilename ) )
{
return false ;
}
bool bDestFileAlreadyExists = File . Exists ( DestFilename ) ;
bool bNeedCopy = ! bDestFileAlreadyExists ;
if ( ! bNeedCopy )
{
if ( bContentCompare )
{
bNeedCopy = ! BinaryFileEquals ( SourceFilename , DestFilename ) ;
}
else
{
FileInfo SourceInfo = new FileInfo ( SourceFilename ) ;
FileInfo DestInfo = new FileInfo ( DestFilename ) ;
if ( SourceInfo . Length ! = DestInfo . Length )
{
bNeedCopy = true ;
}
else if ( File . GetLastWriteTimeUtc ( DestFilename ) < File . GetLastWriteTimeUtc ( SourceFilename ) )
{
// destination file older than source
bNeedCopy = true ;
}
}
}
if ( bNeedCopy )
{
if ( bLog )
{
Log . TraceInformation ( "Copying {0} to {1}" , SourceFilename , DestFilename ) ;
}
if ( bDestFileAlreadyExists )
{
SafeDeleteFile ( DestFilename , false ) ;
}
File . Copy ( SourceFilename , DestFilename ) ;
File . SetLastWriteTimeUtc ( DestFilename , File . GetLastWriteTimeUtc ( SourceFilename ) ) ;
// did copy
return true ;
}
// did not copy
return false ;
}
2021-11-18 14:37:34 -05:00
private void CleanCopyDirectory ( string SourceDir , string DestDir , string [ ] ? Excludes = null )
2017-06-16 20:17:59 -04:00
{
2018-06-26 08:42:47 -04:00
if ( ! Directory . Exists ( SourceDir ) )
{
return ;
}
if ( ! Directory . Exists ( DestDir ) )
{
CopyFileDirectory ( SourceDir , DestDir , null , Excludes ) ;
return ;
}
// copy files that are different and make a list of ones to keep
string [ ] StartingSourceFiles = Directory . GetFiles ( SourceDir , "*.*" , SearchOption . AllDirectories ) ;
List < string > FilesToKeep = new List < string > ( ) ;
foreach ( string Filename in StartingSourceFiles )
{
if ( Excludes ! = null )
{
// skip files in excluded directories
2021-11-18 14:37:34 -05:00
string DirectoryName = Path . GetFileName ( Path . GetDirectoryName ( Filename ) ) ! ;
2018-06-26 08:42:47 -04:00
bool bExclude = false ;
foreach ( string Exclude in Excludes )
{
if ( DirectoryName = = Exclude )
{
bExclude = true ;
break ;
}
}
if ( bExclude )
{
continue ;
}
}
// make the dest filename with the same structure as it was in SourceDir
string DestFilename = Path . Combine ( DestDir , Utils . MakePathRelativeTo ( Filename , SourceDir ) ) ;
// remember this file to keep
FilesToKeep . Add ( DestFilename ) ;
// only copy files that are new or different
if ( FilesAreDifferent ( Filename , DestFilename ) )
{
if ( File . Exists ( DestFilename ) )
{
// xml files may have been rewritten but contents still the same so check contents also
string Ext = Path . GetExtension ( Filename ) ;
if ( Ext = = ".xml" )
{
if ( File . ReadAllText ( Filename ) = = File . ReadAllText ( DestFilename ) )
{
continue ;
}
}
// delete it so can copy over it
SafeDeleteFile ( DestFilename ) ;
}
// make the subdirectory if needed
2021-11-18 14:37:34 -05:00
string DestSubdir = Path . GetDirectoryName ( DestFilename ) ! ;
2018-06-26 08:42:47 -04:00
if ( ! Directory . Exists ( DestSubdir ) )
{
Directory . CreateDirectory ( DestSubdir ) ;
}
// copy it
File . Copy ( Filename , DestFilename ) ;
// preserve timestamp and clear read-only flags
FileInfo DestFileInfo = new FileInfo ( DestFilename ) ;
DestFileInfo . Attributes = DestFileInfo . Attributes & ~ FileAttributes . ReadOnly ;
File . SetLastWriteTimeUtc ( DestFilename , File . GetLastWriteTimeUtc ( Filename ) ) ;
Log . TraceInformation ( "Copied file {0}." , DestFilename ) ;
}
}
// delete any files not in the keep list
string [ ] StartingDestFiles = Directory . GetFiles ( DestDir , "*.*" , SearchOption . AllDirectories ) ;
foreach ( string Filename in StartingDestFiles )
{
if ( ! FilesToKeep . Contains ( Filename ) )
{
Log . TraceInformation ( "Deleting unneeded file {0}." , Filename ) ;
SafeDeleteFile ( Filename ) ;
}
}
// delete any empty directories
try
{
IEnumerable < string > BaseDirectories = Directory . EnumerateDirectories ( DestDir , "*" , SearchOption . AllDirectories ) . OrderByDescending ( x = > x ) ;
foreach ( string directory in BaseDirectories )
{
if ( Directory . Exists ( directory ) & & Directory . GetFiles ( directory , "*.*" , SearchOption . AllDirectories ) . Count ( ) = = 0 )
{
Log . TraceInformation ( "Cleaning Directory {0} as empty." , directory ) ;
Directory . Delete ( directory , true ) ;
}
}
}
catch ( Exception )
{
// likely System.IO.DirectoryNotFoundException, ignore it
}
2017-06-16 20:17:59 -04:00
}
2021-02-02 17:21:35 -04:00
public string GetUnrealBuildFilePath ( String EngineDirectory )
2015-09-24 12:37:21 -04:00
{
return Path . GetFullPath ( Path . Combine ( EngineDirectory , "Build/Android/Java" ) ) ;
}
2014-05-13 11:40:41 -04:00
2021-02-02 17:21:35 -04:00
public string GetUnrealJavaSrcPath ( )
2015-09-24 12:37:21 -04:00
{
2021-02-02 17:21:35 -04:00
return Path . Combine ( "src" , "com" , "epicgames" , "unreal" ) ;
2015-09-24 12:37:21 -04:00
}
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
public string GetUnrealJavaFilePath ( String EngineDirectory )
2015-09-24 12:37:21 -04:00
{
2021-02-02 17:21:35 -04:00
return Path . GetFullPath ( Path . Combine ( GetUnrealBuildFilePath ( EngineDirectory ) , GetUnrealJavaSrcPath ( ) ) ) ;
2015-09-24 12:37:21 -04:00
}
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
public string GetUnrealJavaBuildSettingsFileName ( String EngineDirectory )
2015-09-24 12:37:21 -04:00
{
2021-02-02 17:21:35 -04:00
return Path . Combine ( GetUnrealJavaFilePath ( EngineDirectory ) , "JavaBuildSettings.java" ) ;
2015-09-24 12:37:21 -04:00
}
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
public string GetUnrealJavaDownloadShimFileName ( string Directory )
2015-09-24 12:37:21 -04:00
{
return Path . Combine ( Directory , "DownloadShim.java" ) ;
}
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
public string GetUnrealTemplateJavaSourceDir ( string Directory )
2015-09-24 12:37:21 -04:00
{
2021-02-02 17:21:35 -04:00
return Path . Combine ( GetUnrealBuildFilePath ( Directory ) , "JavaTemplates" ) ;
2015-09-24 12:37:21 -04:00
}
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
public string GetUnrealTemplateJavaDestination ( string Directory , string FileName )
2015-09-24 12:37:21 -04:00
{
return Path . Combine ( Directory , FileName ) ;
}
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
public string GetUnrealJavaOBBDataFileName ( string Directory )
2015-09-24 12:37:21 -04:00
{
return Path . Combine ( Directory , "OBBData.java" ) ;
}
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
public class TemplateFile
{
public string SourceFile ;
public string DestinationFile ;
2021-11-18 14:37:34 -05:00
public TemplateFile ( string SourceFile , string DestinationFile )
{
this . SourceFile = SourceFile ;
this . DestinationFile = DestinationFile ;
}
2015-09-24 12:37:21 -04:00
}
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
private void MakeDirectoryIfRequired ( string DestFilename )
{
2021-11-18 14:37:34 -05:00
string DestSubdir = Path . GetDirectoryName ( DestFilename ) ! ;
2015-09-24 12:37:21 -04:00
if ( ! Directory . Exists ( DestSubdir ) )
{
Directory . CreateDirectory ( DestSubdir ) ;
}
}
2015-04-22 11:14:29 -04:00
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
private int CachedStoreVersion = - 1 ;
2019-07-17 19:00:37 -04:00
private int CachedStoreVersionOffsetArmV7 = 0 ;
private int CachedStoreVersionOffsetArm64 = 0 ;
private int CachedStoreVersionOffsetX8664 = 0 ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
2021-02-02 17:21:35 -04:00
public int GetStoreVersion ( string UnrealArch )
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
{
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
if ( CachedStoreVersion < 1 )
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
int StoreVersion = 1 ;
Ini . GetInt32 ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "StoreVersion" , out StoreVersion ) ;
bool bUseChangeListAsStoreVersion = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bUseChangeListAsStoreVersion" , out bUseChangeListAsStoreVersion ) ;
2019-03-20 12:21:16 -04:00
bool IsBuildMachine = Environment . GetEnvironmentVariable ( "IsBuildMachine" ) = = "1" ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
// override store version with changelist if enabled and is build machine
2019-03-20 12:21:16 -04:00
if ( bUseChangeListAsStoreVersion & & IsBuildMachine )
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
{
2020-03-17 23:19:34 -04:00
// make sure changelist is cached (clear unused warning)
string EngineVersion = ReadEngineVersion ( ) ;
if ( EngineVersion = = null )
{
throw new BuildException ( "No engine version!" ) ;
}
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
int Changelist = 0 ;
if ( int . TryParse ( EngineChangelist , out Changelist ) )
{
if ( Changelist ! = 0 )
{
StoreVersion = Changelist ;
}
}
}
2019-03-20 16:18:32 -04:00
Log . TraceInformation ( "GotStoreVersion found v{0}. (bUseChangeListAsStoreVersion={1} IsBuildMachine={2} EngineChangeList={3})" , StoreVersion , bUseChangeListAsStoreVersion , IsBuildMachine , EngineChangelist ) ;
2019-03-20 12:21:16 -04:00
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
CachedStoreVersion = StoreVersion ;
2019-07-17 19:00:37 -04:00
Ini . GetInt32 ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "StoreVersionOffsetArmV7" , out CachedStoreVersionOffsetArmV7 ) ;
Ini . GetInt32 ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "StoreVersionOffsetArm64" , out CachedStoreVersionOffsetArm64 ) ;
Ini . GetInt32 ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "StoreVersionOffsetX8664" , out CachedStoreVersionOffsetX8664 ) ;
}
2021-02-02 17:21:35 -04:00
switch ( UnrealArch )
2019-07-17 19:00:37 -04:00
{
case "-armv7" : return CachedStoreVersion + CachedStoreVersionOffsetArmV7 ;
case "-arm64" : return CachedStoreVersion + CachedStoreVersionOffsetArm64 ;
case "-x64" : return CachedStoreVersion + CachedStoreVersionOffsetX8664 ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
}
return CachedStoreVersion ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
}
2021-11-18 14:37:34 -05:00
private string? CachedVersionDisplayName = null ;
2018-06-26 08:42:47 -04:00
2019-05-14 15:30:43 -04:00
public string GetVersionDisplayName ( bool bIsEmbedded )
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{
if ( string . IsNullOrEmpty ( CachedVersionDisplayName ) )
{
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
string VersionDisplayName = "" ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "VersionDisplayName" , out VersionDisplayName ) ;
if ( Environment . GetEnvironmentVariable ( "IsBuildMachine" ) = = "1" )
{
bool bAppendChangeListToVersionDisplayName = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bAppendChangeListToVersionDisplayName" , out bAppendChangeListToVersionDisplayName ) ;
if ( bAppendChangeListToVersionDisplayName )
{
VersionDisplayName = string . Format ( "{0}-{1}" , VersionDisplayName , EngineChangelist ) ;
}
bool bAppendPlatformToVersionDisplayName = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bAppendPlatformToVersionDisplayName" , out bAppendPlatformToVersionDisplayName ) ;
if ( bAppendPlatformToVersionDisplayName )
{
VersionDisplayName = string . Format ( "{0}-Android" , VersionDisplayName ) ;
2019-05-14 15:30:43 -04:00
}
2019-05-03 17:54:31 -04:00
2019-05-14 15:30:43 -04:00
// append optional text to version name if embedded build
if ( bIsEmbedded )
{
string EmbeddedAppendDisplayName = "" ;
if ( Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "EmbeddedAppendDisplayName" , out EmbeddedAppendDisplayName ) )
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{
2019-05-14 15:30:43 -04:00
VersionDisplayName = VersionDisplayName + EmbeddedAppendDisplayName ;
2019-05-03 17:54:31 -04:00
}
2018-06-26 08:42:47 -04:00
}
}
CachedVersionDisplayName = VersionDisplayName ;
}
return CachedVersionDisplayName ;
}
2021-02-02 17:21:35 -04:00
public void WriteJavaOBBDataFile ( string FileName , string PackageName , List < string > ObbSources , string CookFlavor , bool bPackageDataInsideApk , string UnrealArch )
2015-09-24 12:37:21 -04:00
{
Log . TraceInformation ( "\n==== Writing to OBB data file {0} ====" , FileName ) ;
2015-04-22 11:14:29 -04:00
2018-02-22 11:25:06 -05:00
// always must write if file does not exist
bool bFileExists = File . Exists ( FileName ) ;
bool bMustWriteFile = ! bFileExists ;
string AppType = "" ;
if ( CookFlavor . EndsWith ( "Client" ) )
{
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// AppType = ".Client"; // should always be empty now; fix up the name in batch file instead
2018-02-22 11:25:06 -05:00
}
2021-02-02 17:21:35 -04:00
int StoreVersion = GetStoreVersion ( UnrealArch ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
StringBuilder obbData = new StringBuilder ( "package " + PackageName + ";\n\n" ) ;
obbData . Append ( "public class OBBData\n{\n" ) ;
2018-02-22 11:25:06 -05:00
obbData . Append ( "public static final String AppType = \"" + AppType + "\";\n\n" ) ;
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obbData . Append ( "public static class XAPKFile {\npublic final boolean mIsMain;\npublic final String mFileVersion;\n" ) ;
obbData . Append ( "public final long mFileSize;\nXAPKFile(boolean isMain, String fileVersion, long fileSize) {\nmIsMain = isMain;\nmFileVersion = fileVersion;\nmFileSize = fileSize;\n" ) ;
obbData . Append ( "}\n}\n\n" ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
// write the data here
obbData . Append ( "public static final XAPKFile[] xAPKS = {\n" ) ;
// For each obb file... but we only have one... for now anyway.
bool first = ObbSources . Count > 1 ;
2018-02-22 11:25:06 -05:00
bool AnyOBBExists = false ;
2015-09-24 12:37:21 -04:00
foreach ( string ObbSource in ObbSources )
{
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bool bOBBExists = File . Exists ( ObbSource ) ;
AnyOBBExists | = bOBBExists ;
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obbData . Append ( "new XAPKFile(\n" + ( ObbSource . Contains ( ".patch." ) ? "false, // false signifies a patch file\n" : "true, // true signifies a main file\n" ) ) ;
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obbData . AppendFormat ( "\"{0}\", // the version of the APK that the file was uploaded against\n" , GetOBBVersionNumber ( StoreVersion ) ) ;
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obbData . AppendFormat ( "{0}L // the length of the file in bytes\n" , bOBBExists ? new FileInfo ( ObbSource ) . Length : 0 ) ;
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obbData . AppendFormat ( "){0}\n" , first ? "," : "" ) ;
first = false ;
}
obbData . Append ( "};\n" ) ; // close off data
obbData . Append ( "};\n" ) ; // close class definition off
2015-04-22 11:14:29 -04:00
2018-02-22 11:25:06 -05:00
// see if we need to replace the file if it exists
if ( ! bMustWriteFile & & bFileExists )
{
string [ ] obbDataFile = File . ReadAllLines ( FileName ) ;
// Must always write if AppType not defined
bool bHasAppType = false ;
foreach ( string FileLine in obbDataFile )
{
if ( FileLine . Contains ( "AppType =" ) )
{
bHasAppType = true ;
break ;
}
}
if ( ! bHasAppType )
{
bMustWriteFile = true ;
}
// OBB must exist, contents must be different, and not packaging in APK to require replacing
if ( ! bMustWriteFile & & AnyOBBExists & & ! bPackageDataInsideApk & & ! obbDataFile . SequenceEqual ( ( obbData . ToString ( ) ) . Split ( '\n' ) ) )
{
bMustWriteFile = true ;
}
}
if ( bMustWriteFile )
2015-09-24 12:37:21 -04:00
{
MakeDirectoryIfRequired ( FileName ) ;
using ( StreamWriter outputFile = new StreamWriter ( FileName , false ) )
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
string [ ] obbSrc = obbData . ToString ( ) . Split ( '\n' ) ;
foreach ( string line in obbSrc )
2015-09-24 12:37:21 -04:00
{
outputFile . WriteLine ( line ) ;
}
}
}
else
{
Log . TraceInformation ( "\n==== OBB data file up to date so not writing. ====" ) ;
}
}
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
public void WriteJavaDownloadSupportFiles ( string ShimFileName , IEnumerable < TemplateFile > TemplateFiles , Dictionary < string , string > replacements )
{
// Deal with the Shim first as that is a known target and is easy to deal with
// If it exists then read it
2021-11-18 14:37:34 -05:00
string [ ] ? DestFileContent = File . Exists ( ShimFileName ) ? File . ReadAllLines ( ShimFileName ) : null ;
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
StringBuilder ShimFileContent = new StringBuilder ( "package com.epicgames.unreal;\n\n" ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
2015-09-24 12:37:21 -04:00
ShimFileContent . AppendFormat ( "import {0}.OBBDownloaderService;\n" , replacements [ "$$PackageName$$" ] ) ;
ShimFileContent . AppendFormat ( "import {0}.DownloaderActivity;\n" , replacements [ "$$PackageName$$" ] ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
2017-10-24 10:14:07 -04:00
// Do OBB file checking without using DownloadActivity to avoid transit to another activity
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
ShimFileContent . Append ( "import android.app.Activity;\n" ) ;
ShimFileContent . Append ( "import com.google.android.vending.expansion.downloader.Helpers;\n" ) ;
ShimFileContent . AppendFormat ( "import {0}.OBBData;\n" , replacements [ "$$PackageName$$" ] ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
2015-09-24 12:37:21 -04:00
ShimFileContent . Append ( "\n\npublic class DownloadShim\n{\n" ) ;
ShimFileContent . Append ( "\tpublic static OBBDownloaderService DownloaderService;\n" ) ;
ShimFileContent . Append ( "\tpublic static DownloaderActivity DownloadActivity;\n" ) ;
ShimFileContent . Append ( "\tpublic static Class<DownloaderActivity> GetDownloaderType() { return DownloaderActivity.class; }\n" ) ;
2015-04-22 11:14:29 -04:00
2017-10-24 10:14:07 -04:00
// Do OBB file checking without using DownloadActivity to avoid transit to another activity
2019-05-29 23:53:16 -04:00
ShimFileContent . Append ( "\tpublic static boolean expansionFilesDelivered(Activity activity, int version) {\n" ) ;
2018-02-22 11:25:06 -05:00
ShimFileContent . Append ( "\t\tfor (OBBData.XAPKFile xf : OBBData.xAPKS) {\n" ) ;
2019-05-30 15:31:03 -04:00
ShimFileContent . Append ( "\t\t\tString fileName = Helpers.getExpansionAPKFileName(activity, xf.mIsMain, Integer.toString(version), OBBData.AppType);\n" ) ;
2018-02-22 11:25:06 -05:00
ShimFileContent . Append ( "\t\t\tGameActivity.Log.debug(\"Checking for file : \" + fileName);\n" ) ;
ShimFileContent . Append ( "\t\t\tString fileForNewFile = Helpers.generateSaveFileName(activity, fileName);\n" ) ;
ShimFileContent . Append ( "\t\t\tString fileForDevFile = Helpers.generateSaveFileNameDevelopment(activity, fileName);\n" ) ;
ShimFileContent . Append ( "\t\t\tGameActivity.Log.debug(\"which is really being resolved to : \" + fileForNewFile + \"\\n Or : \" + fileForDevFile);\n" ) ;
2017-10-24 10:14:07 -04:00
ShimFileContent . Append ( "\t\t\tif (Helpers.doesFileExist(activity, fileName, xf.mFileSize, false)) {\n" ) ;
ShimFileContent . Append ( "\t\t\t\tGameActivity.Log.debug(\"Found OBB here: \" + fileForNewFile);\n" ) ;
ShimFileContent . Append ( "\t\t\t}\n" ) ;
ShimFileContent . Append ( "\t\t\telse if (Helpers.doesFileExistDev(activity, fileName, xf.mFileSize, false)) {\n" ) ;
ShimFileContent . Append ( "\t\t\t\tGameActivity.Log.debug(\"Found OBB here: \" + fileForDevFile);\n" ) ;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
ShimFileContent . Append ( "\t\t\t}\n" ) ;
2017-10-24 10:14:07 -04:00
ShimFileContent . Append ( "\t\t\telse return false;\n" ) ;
ShimFileContent . Append ( "\t\t}\n" ) ;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
ShimFileContent . Append ( "\t\treturn true;\n" ) ;
ShimFileContent . Append ( "\t}\n" ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
ShimFileContent . Append ( "}\n" ) ;
2015-09-24 12:37:21 -04:00
Log . TraceInformation ( "\n==== Writing to shim file {0} ====" , ShimFileName ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
// If they aren't the same then dump out the settings
if ( DestFileContent = = null | | ! DestFileContent . SequenceEqual ( ( ShimFileContent . ToString ( ) ) . Split ( '\n' ) ) )
{
MakeDirectoryIfRequired ( ShimFileName ) ;
using ( StreamWriter outputFile = new StreamWriter ( ShimFileName , false ) )
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
string [ ] shimSrc = ShimFileContent . ToString ( ) . Split ( '\n' ) ;
foreach ( string line in shimSrc )
2015-09-24 12:37:21 -04:00
{
outputFile . WriteLine ( line ) ;
}
}
}
else
{
Log . TraceInformation ( "\n==== Shim data file up to date so not writing. ====" ) ;
}
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
// Now we move on to the template files
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
foreach ( TemplateFile template in TemplateFiles )
2015-09-24 12:37:21 -04:00
{
string [ ] templateSrc = File . ReadAllLines ( template . SourceFile ) ;
2021-11-18 14:37:34 -05:00
string [ ] ? templateDest = File . Exists ( template . DestinationFile ) ? File . ReadAllLines ( template . DestinationFile ) : null ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
for ( int i = 0 ; i < templateSrc . Length ; + + i )
{
string srcLine = templateSrc [ i ] ;
bool changed = false ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
foreach ( KeyValuePair < string , string > kvp in replacements )
2015-09-24 12:37:21 -04:00
{
if ( srcLine . Contains ( kvp . Key ) )
{
srcLine = srcLine . Replace ( kvp . Key , kvp . Value ) ;
changed = true ;
}
}
if ( changed )
{
templateSrc [ i ] = srcLine ;
}
}
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
Log . TraceInformation ( "\n==== Writing to template target file {0} ====" , template . DestinationFile ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
if ( templateDest = = null | | templateSrc . Length ! = templateDest . Length | | ! templateSrc . SequenceEqual ( templateDest ) )
{
MakeDirectoryIfRequired ( template . DestinationFile ) ;
using ( StreamWriter outputFile = new StreamWriter ( template . DestinationFile , false ) )
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
foreach ( string line in templateSrc )
2015-09-24 12:37:21 -04:00
{
outputFile . WriteLine ( line ) ;
}
}
}
else
{
Log . TraceInformation ( "\n==== Template target file up to date so not writing. ====" ) ;
}
}
}
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
public void WriteCrashlyticsResources ( string UEBuildPath , string PackageName , string ApplicationDisplayName , bool bIsEmbedded , string UnrealArch )
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
{
System . DateTime CurrentDateTime = System . DateTime . Now ;
string BuildID = Guid . NewGuid ( ) . ToString ( ) ;
2019-05-14 15:30:43 -04:00
string VersionDisplayName = GetVersionDisplayName ( bIsEmbedded ) ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
StringBuilder CrashPropertiesContent = new StringBuilder ( "" ) ;
CrashPropertiesContent . Append ( "# This file is automatically generated by Crashlytics to uniquely\n" ) ;
CrashPropertiesContent . Append ( "# identify individual builds of your Android application.\n" ) ;
CrashPropertiesContent . Append ( "#\n" ) ;
CrashPropertiesContent . Append ( "# Do NOT modify, delete, or commit to source control!\n" ) ;
CrashPropertiesContent . Append ( "#\n" ) ;
CrashPropertiesContent . Append ( "# " + CurrentDateTime . ToString ( "D" ) + "\n" ) ;
CrashPropertiesContent . Append ( "version_name=" + VersionDisplayName + "\n" ) ;
CrashPropertiesContent . Append ( "package_name=" + PackageName + "\n" ) ;
CrashPropertiesContent . Append ( "build_id=" + BuildID + "\n" ) ;
2021-02-02 17:21:35 -04:00
CrashPropertiesContent . Append ( "version_code=" + GetStoreVersion ( UnrealArch ) . ToString ( ) + "\n" ) ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
string CrashPropertiesFileName = Path . Combine ( UEBuildPath , "assets" , "crashlytics-build.properties" ) ;
MakeDirectoryIfRequired ( CrashPropertiesFileName ) ;
File . WriteAllText ( CrashPropertiesFileName , CrashPropertiesContent . ToString ( ) ) ;
Log . TraceInformation ( "==== Write {0} ====" , CrashPropertiesFileName ) ;
StringBuilder BuildIDContent = new StringBuilder ( "" ) ;
BuildIDContent . Append ( "<?xml version=\"1.0\" encoding=\"utf-8\" standalone=\"no\"?>\n" ) ;
BuildIDContent . Append ( "<resources xmlns:tools=\"http://schemas.android.com/tools\">\n" ) ;
BuildIDContent . Append ( "<!--\n" ) ;
BuildIDContent . Append ( " This file is automatically generated by Crashlytics to uniquely\n" ) ;
BuildIDContent . Append ( " identify individual builds of your Android application.\n" ) ;
BuildIDContent . Append ( "\n" ) ;
BuildIDContent . Append ( " Do NOT modify, delete, or commit to source control!\n" ) ;
BuildIDContent . Append ( "-->\n" ) ;
BuildIDContent . Append ( "<string tools:ignore=\"UnusedResources, TypographyDashes\" name=\"com.crashlytics.android.build_id\" translatable=\"false\">" + BuildID + "</string>\n" ) ;
BuildIDContent . Append ( "</resources>\n" ) ;
string BuildIDFileName = Path . Combine ( UEBuildPath , "res" , "values" , "com_crashlytics_build_id.xml" ) ;
MakeDirectoryIfRequired ( BuildIDFileName ) ;
File . WriteAllText ( BuildIDFileName , BuildIDContent . ToString ( ) ) ;
Log . TraceInformation ( "==== Write {0} ====" , BuildIDFileName ) ;
}
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
private static string GetNDKArch ( string UnrealArch )
2014-03-14 14:13:41 -04:00
{
2021-02-02 17:21:35 -04:00
switch ( UnrealArch )
2014-08-26 09:56:29 -04:00
{
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case "-arm64" : return "arm64-v8a" ;
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case "-x64" : return "x86_64" ;
2014-03-14 14:13:41 -04:00
2021-02-02 17:21:35 -04:00
default : throw new BuildException ( "Unknown Unreal architecture {0}" , UnrealArch ) ;
2014-09-02 14:26:49 -04:00
}
}
2021-02-02 17:21:35 -04:00
public static string GetUnrealArch ( string NDKArch )
2014-09-02 14:26:49 -04:00
{
switch ( NDKArch )
{
2019-02-27 11:57:17 -05:00
case "arm64-v8a" : return "-arm64" ;
case "arm64" : return "-arm64" ;
2015-03-13 14:05:13 -04:00
case "x86_64" :
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case "x64" : return "-x64" ;
2019-02-27 11:57:17 -05:00
// default: throw new BuildException("Unknown NDK architecture '{0}'", NDKArch);
2021-01-12 16:59:21 -04:00
// future-proof by returning arm64 for unknown
default : return "-arm64" ;
2014-08-26 09:56:29 -04:00
}
}
2014-03-14 14:13:41 -04:00
2021-02-02 17:21:35 -04:00
private static void StripDebugSymbols ( string SourceFileName , string TargetFileName , string UnrealArch , bool bStripAll = false )
2015-08-14 19:32:56 -04:00
{
// Copy the file and remove read-only if necessary
File . Copy ( SourceFileName , TargetFileName , true ) ;
FileAttributes Attribs = File . GetAttributes ( TargetFileName ) ;
if ( Attribs . HasFlag ( FileAttributes . ReadOnly ) )
{
File . SetAttributes ( TargetFileName , Attribs & ~ FileAttributes . ReadOnly ) ;
}
ProcessStartInfo StartInfo = new ProcessStartInfo ( ) ;
2021-02-02 17:21:35 -04:00
StartInfo . FileName = AndroidToolChain . GetStripExecutablePath ( UnrealArch ) . Trim ( '"' ) ;
2018-06-26 08:42:47 -04:00
if ( bStripAll )
{
StartInfo . Arguments = "--strip-unneeded \"" + TargetFileName + "\"" ;
}
else
{
StartInfo . Arguments = "--strip-debug \"" + TargetFileName + "\"" ;
}
2015-08-14 19:32:56 -04:00
StartInfo . UseShellExecute = false ;
StartInfo . CreateNoWindow = true ;
Utils . RunLocalProcessAndLogOutput ( StartInfo ) ;
}
2021-02-02 17:21:35 -04:00
private static void CopySTL ( AndroidToolChain ToolChain , string UnrealBuildPath , string UnrealArch , string NDKArch , bool bForDistribution )
2014-08-26 09:56:29 -04:00
{
2019-10-11 15:33:31 -04:00
// copy it in!
2020-02-21 15:19:40 -05:00
string SourceSTLSOName = Environment . ExpandEnvironmentVariables ( "%NDKROOT%/sources/cxx-stl/llvm-libc++/libs/" ) + NDKArch + "/libc++_shared.so" ;
2021-02-02 17:21:35 -04:00
string FinalSTLSOName = UnrealBuildPath + "/jni/" + NDKArch + "/libc++_shared.so" ;
2019-10-11 15:33:31 -04:00
2020-02-21 15:19:40 -05:00
// check to see if libc++_shared.so is newer than last time we copied
2019-10-11 15:33:31 -04:00
bool bFileExists = File . Exists ( FinalSTLSOName ) ;
TimeSpan Diff = File . GetLastWriteTimeUtc ( FinalSTLSOName ) - File . GetLastWriteTimeUtc ( SourceSTLSOName ) ;
if ( ! bFileExists | | Diff . TotalSeconds < - 1 | | Diff . TotalSeconds > 1 )
2015-04-29 00:06:26 -04:00
{
2019-10-11 15:33:31 -04:00
SafeDeleteFile ( FinalSTLSOName ) ;
Directory . CreateDirectory ( Path . GetDirectoryName ( FinalSTLSOName ) ) ;
File . Copy ( SourceSTLSOName , FinalSTLSOName , true ) ;
2020-02-18 13:27:37 -05:00
// make sure it's writable if the source was readonly (e.g. autosdks)
new FileInfo ( FinalSTLSOName ) . IsReadOnly = false ;
2021-03-15 15:53:45 -04:00
File . SetLastWriteTimeUtc ( FinalSTLSOName , File . GetLastWriteTimeUtc ( SourceSTLSOName ) ) ;
2018-06-26 08:42:47 -04:00
}
2014-08-26 09:56:29 -04:00
}
2021-02-02 17:21:35 -04:00
private void CopyGfxDebugger ( string UnrealBuildPath , string UnrealArch , string NDKArch )
2014-09-18 17:49:40 -04:00
{
2016-12-08 22:53:00 -05:00
string AndroidGraphicsDebugger ;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2016-12-08 22:53:00 -05:00
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "AndroidGraphicsDebugger" , out AndroidGraphicsDebugger ) ;
switch ( AndroidGraphicsDebugger . ToLower ( ) )
{
case "mali" :
{
string MaliGraphicsDebuggerPath ;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
AndroidPlatformSDK . GetPath ( Ini , "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "MaliGraphicsDebuggerPath" , out MaliGraphicsDebuggerPath ) ;
2016-12-08 22:53:00 -05:00
if ( Directory . Exists ( MaliGraphicsDebuggerPath ) )
{
2021-02-02 17:21:35 -04:00
Directory . CreateDirectory ( Path . Combine ( UnrealBuildPath , "libs" , NDKArch ) ) ;
2019-01-25 23:00:00 -05:00
string MaliLibSrcPath = Path . Combine ( MaliGraphicsDebuggerPath , "target" , "android-non-root" , "arm" , NDKArch , "libMGD.so" ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
if ( ! File . Exists ( MaliLibSrcPath ) )
{
// in v4.3.0 library location was changed
2019-01-25 23:00:00 -05:00
MaliLibSrcPath = Path . Combine ( MaliGraphicsDebuggerPath , "target" , "android" , "arm" , "unrooted" , NDKArch , "libMGD.so" ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
}
2021-02-02 17:21:35 -04:00
string MaliLibDstPath = Path . Combine ( UnrealBuildPath , "libs" , NDKArch , "libMGD.so" ) ;
2016-12-08 22:53:00 -05:00
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Log . TraceInformation ( "Copying {0} to {1}" , MaliLibSrcPath , MaliLibDstPath ) ;
2019-12-19 03:56:57 -05:00
File . Copy ( MaliLibSrcPath , MaliLibDstPath , true ) ;
2021-03-15 15:53:45 -04:00
File . SetLastWriteTimeUtc ( MaliLibDstPath , File . GetLastWriteTimeUtc ( MaliLibSrcPath ) ) ;
2019-12-19 03:56:57 -05:00
string MaliVkLayerLibSrcPath = Path . Combine ( MaliGraphicsDebuggerPath , "target" , "android" , "arm" , "rooted" , NDKArch , "libGLES_aga.so" ) ;
if ( File . Exists ( MaliVkLayerLibSrcPath ) )
{
2021-02-02 17:21:35 -04:00
string MaliVkLayerLibDstPath = Path . Combine ( UnrealBuildPath , "libs" , NDKArch , "libVkLayerAGA.so" ) ;
2019-12-19 03:56:57 -05:00
Log . TraceInformation ( "Copying {0} to {1}" , MaliVkLayerLibSrcPath , MaliVkLayerLibDstPath ) ;
File . Copy ( MaliVkLayerLibSrcPath , MaliVkLayerLibDstPath , true ) ;
2021-03-15 15:53:45 -04:00
File . SetLastWriteTimeUtc ( MaliVkLayerLibDstPath , File . GetLastWriteTimeUtc ( MaliVkLayerLibSrcPath ) ) ;
2019-12-19 03:56:57 -05:00
}
2016-12-08 22:53:00 -05:00
}
}
break ;
2017-06-16 20:17:59 -04:00
// @TODO: Add NVIDIA Gfx Debugger
/ *
case "nvidia" :
{
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Directory . CreateDirectory ( UnrealBuildPath + "/libs/" + NDKArch ) ;
File . Copy ( "F:/NVPACK/android-kk-egl-t124-a32/Stripped_libNvPmApi.Core.so" , UnrealBuildPath + "/libs/" + NDKArch + "/libNvPmApi.Core.so" , true ) ;
File . Copy ( "F:/NVPACK/android-kk-egl-t124-a32/Stripped_libNvidia_gfx_debugger.so" , UnrealBuildPath + "/libs/" + NDKArch + "/libNvidia_gfx_debugger.so" , true ) ;
2017-06-16 20:17:59 -04:00
}
2017-09-07 15:02:48 -04:00
break ;
2017-06-16 20:17:59 -04:00
* /
2016-12-08 22:53:00 -05:00
default :
break ;
}
2014-09-18 17:49:40 -04:00
}
2018-10-24 16:08:30 -04:00
void LogBuildSetup ( )
{
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
bool bBuildForES31 = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bBuildForES31" , out bBuildForES31 ) ;
bool bSupportsVulkan = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bSupportsVulkan" , out bSupportsVulkan ) ;
Log . TraceInformation ( "bBuildForES31: {0}" , ( bBuildForES31 ? "true" : "false" ) ) ;
Log . TraceInformation ( "bSupportsVulkan: {0}" , ( bSupportsVulkan ? "true" : "false" ) ) ;
}
2021-02-02 17:21:35 -04:00
void CopyVulkanValidationLayers ( string UnrealBuildPath , string UnrealArch , string NDKArch , string Configuration )
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
bool bSupportsVulkan = false ;
2021-02-03 14:57:28 -04:00
bool bSupportsVulkanSM5 = false ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bSupportsVulkan" , out bSupportsVulkan ) ;
2021-02-03 14:57:28 -04:00
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bSupportsVulkanSM5" , out bSupportsVulkanSM5 ) ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
2021-02-03 14:57:28 -04:00
bool bCopyVulkanLayers = ( bSupportsVulkan | | bSupportsVulkanSM5 ) & & ( Configuration = = "Debug" | | Configuration = = "Development" ) ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
if ( bCopyVulkanLayers )
{
string VulkanLayersDir = Environment . ExpandEnvironmentVariables ( "%NDKROOT%/sources/third_party/vulkan/src/build-android/jniLibs/" ) + NDKArch ;
if ( Directory . Exists ( VulkanLayersDir ) )
{
2021-02-18 18:13:28 -04:00
Log . TraceInformation ( "Copying {0} vulkan layer from {1}" , ANDROID_VULKAN_VALIDATION_LAYER , VulkanLayersDir ) ;
2021-02-02 17:21:35 -04:00
string DestDir = Path . Combine ( UnrealBuildPath , "libs" , NDKArch ) ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
Directory . CreateDirectory ( DestDir ) ;
2021-03-18 15:20:03 -04:00
string SourceFilename = Path . Combine ( VulkanLayersDir , ANDROID_VULKAN_VALIDATION_LAYER ) ;
string DestFilename = Path . Combine ( DestDir , ANDROID_VULKAN_VALIDATION_LAYER ) ;
2021-03-19 08:12:49 -04:00
SafeDeleteFile ( DestFilename ) ;
2021-03-18 15:20:03 -04:00
File . Copy ( SourceFilename , DestFilename ) ;
2021-03-19 08:12:49 -04:00
FileInfo DestFileInfo = new FileInfo ( DestFilename ) ;
DestFileInfo . Attributes = DestFileInfo . Attributes & ~ FileAttributes . ReadOnly ;
2021-03-18 15:20:03 -04:00
File . SetLastWriteTimeUtc ( DestFilename , File . GetLastWriteTimeUtc ( SourceFilename ) ) ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
}
2021-02-01 13:13:05 -04:00
// Copy debug validation layers
if ( bSupportsVulkan & & Configuration ! = "Shipping" )
{
String LayerDir = "" ;
AndroidPlatformSDK . GetPath ( Ini , "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "DebugVulkanLayerDirectory" , out LayerDir ) ;
Log . TraceInformation ( "DebugVulkanLayerDirectory {0}" , LayerDir ) ;
if ( LayerDir ! = "" )
{
string VulkanLayersDir = Path . Combine ( Environment . ExpandEnvironmentVariables ( LayerDir ) , NDKArch ) ;
if ( Directory . Exists ( VulkanLayersDir ) )
{
2021-02-02 17:21:35 -04:00
string DestDir = Path . Combine ( UnrealBuildPath , "libs" , NDKArch ) ;
2021-02-01 13:13:05 -04:00
Log . TraceInformation ( "Copying Debug vulkan layers from {0} to {1}" , VulkanLayersDir , DestDir ) ;
if ( ! Directory . Exists ( DestDir ) )
{
Directory . CreateDirectory ( DestDir ) ;
}
CopyFileDirectory ( VulkanLayersDir , DestDir ) ;
}
}
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
2021-02-02 17:21:35 -04:00
void CopyClangSanitizerLib ( string UnrealBuildPath , string UnrealArch , string NDKArch , AndroidToolChain . ClangSanitizer Sanitizer )
2021-01-21 16:22:06 -04:00
{
string Architecture = "-aarch64" ;
switch ( NDKArch )
{
case "armeabi-v7a" :
Architecture = "-arm" ;
break ;
case "x86_64" :
Architecture = "-x86_64" ;
break ;
case "x86" :
Architecture = "-i686" ;
break ;
}
string LibName = "asan" ;
switch ( Sanitizer )
{
case AndroidToolChain . ClangSanitizer . HwAddress :
LibName = "hwasan" ;
break ;
case AndroidToolChain . ClangSanitizer . UndefinedBehavior :
LibName = "ubsan_standalone" ;
break ;
case AndroidToolChain . ClangSanitizer . UndefinedBehaviorMinimal :
LibName = "ubsan_minimal" ;
break ;
2021-05-12 18:10:03 -04:00
case AndroidToolChain . ClangSanitizer . Thread :
LibName = "thread" ;
break ;
2021-01-21 16:22:06 -04:00
}
string SanitizerFullLibName = "libclang_rt." + LibName + Architecture + "-android.so" ;
2021-06-11 18:21:35 -04:00
string WrapSh = Path . Combine ( Unreal . EngineDirectory . ToString ( ) , "Build" , "Android" , "ClangSanitizers" , "wrap.sh" ) ;
2021-06-08 17:01:47 -04:00
2021-05-12 18:10:03 -04:00
string PlatformName = "windows-x86_64" ;
2021-06-08 17:01:47 -04:00
if ( RuntimePlatform . IsLinux )
2021-05-12 18:10:03 -04:00
{
PlatformName = "linux-x86_64" ;
}
2021-06-08 17:01:47 -04:00
else if ( RuntimePlatform . IsMac )
2021-05-12 18:10:03 -04:00
{
PlatformName = "darwin-x86_64" ;
}
string VersionFileName = Path . Combine ( Environment . ExpandEnvironmentVariables ( "%NDKROOT%" ) , "toolchains" , "llvm" , "prebuilt" , PlatformName , "AndroidVersion.txt" ) ;
System . IO . StreamReader VersionFile = new System . IO . StreamReader ( VersionFileName ) ;
2021-11-18 14:37:34 -05:00
string LibsVersion = VersionFile . ReadLine ( ) ! ;
2021-05-12 18:10:03 -04:00
VersionFile . Close ( ) ;
string SanitizerLib = Path . Combine ( Environment . ExpandEnvironmentVariables ( "%NDKROOT%" ) , "toolchains" , "llvm" , "prebuilt" , PlatformName , "lib64" , "clang" , LibsVersion , "lib" , "linux" , SanitizerFullLibName ) ;
2021-01-21 16:22:06 -04:00
if ( File . Exists ( SanitizerLib ) & & File . Exists ( WrapSh ) )
{
2021-02-02 17:21:35 -04:00
string LibDestDir = Path . Combine ( UnrealBuildPath , "libs" , NDKArch ) ;
2021-01-21 16:22:06 -04:00
Directory . CreateDirectory ( LibDestDir ) ;
Log . TraceInformation ( "Copying asan lib from {0} to {1}" , SanitizerLib , LibDestDir ) ;
File . Copy ( SanitizerLib , Path . Combine ( LibDestDir , SanitizerFullLibName ) , true ) ;
2021-02-02 17:21:35 -04:00
string WrapDestDir = Path . Combine ( UnrealBuildPath , "resources" , "lib" , NDKArch ) ;
2021-01-21 16:22:06 -04:00
Directory . CreateDirectory ( WrapDestDir ) ;
2021-11-18 14:37:34 -05:00
string WrapDestFilePath = Path . Combine ( WrapDestDir , "wrap.sh" ) ;
Log . TraceInformation ( "Copying wrap.sh from {0} to {1}" , WrapSh , WrapDestFilePath ) ;
File . Copy ( WrapSh , WrapDestFilePath , true ) ;
2021-01-21 16:22:06 -04:00
}
else
{
throw new BuildException ( "No asan lib found in {0} or wrap.sh in {1}" , SanitizerLib , WrapSh ) ;
}
}
2021-11-18 14:37:34 -05:00
private static int RunCommandLineProgramAndReturnResult ( string WorkingDirectory , string Command , string Params , string? OverrideDesc = null , bool bUseShellExecute = false )
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
{
2021-01-26 10:57:12 -04:00
// Process Arguments follow windows conventions in .NET Core
// Which means single quotes ' are not considered quotes.
// see https://github.com/dotnet/runtime/issues/29857
// also see UE-102580
// for rules see https://docs.microsoft.com/en-us/cpp/cpp/main-function-command-line-args
if ( Params . Contains ( "\'" ) )
{
Params = Params . Replace ( "\"" , "\\\"" ) ;
Params = Params . Replace ( '\'' , '\"' ) ;
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
if ( OverrideDesc = = null )
{
Log . TraceInformation ( "\nRunning: " + Command + " " + Params ) ;
}
else if ( OverrideDesc ! = "" )
{
Log . TraceInformation ( OverrideDesc ) ;
Log . TraceVerbose ( "\nRunning: " + Command + " " + Params ) ;
}
ProcessStartInfo StartInfo = new ProcessStartInfo ( ) ;
StartInfo . WorkingDirectory = WorkingDirectory ;
StartInfo . FileName = Command ;
StartInfo . Arguments = Params ;
StartInfo . UseShellExecute = bUseShellExecute ;
StartInfo . WindowStyle = ProcessWindowStyle . Minimized ;
Process Proc = new Process ( ) ;
Proc . StartInfo = StartInfo ;
Proc . Start ( ) ;
Proc . WaitForExit ( ) ;
return Proc . ExitCode ;
}
2021-11-18 14:37:34 -05:00
private static void RunCommandLineProgramWithException ( string WorkingDirectory , string Command , string Params , string? OverrideDesc = null , bool bUseShellExecute = false )
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
{
2021-01-26 10:57:12 -04:00
// Process Arguments follow windows conventions in .NET Core
// Which means single quotes ' are not considered quotes.
// see https://github.com/dotnet/runtime/issues/29857
// also see UE-102580
// for rules see https://docs.microsoft.com/en-us/cpp/cpp/main-function-command-line-args
if ( Params . Contains ( "\'" ) )
{
Params = Params . Replace ( "\"" , "\\\"" ) ;
Params = Params . Replace ( '\'' , '\"' ) ;
}
2014-10-30 12:30:32 -04:00
if ( OverrideDesc = = null )
{
Log . TraceInformation ( "\nRunning: " + Command + " " + Params ) ;
}
else if ( OverrideDesc ! = "" )
{
Log . TraceInformation ( OverrideDesc ) ;
Log . TraceVerbose ( "\nRunning: " + Command + " " + Params ) ;
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
ProcessStartInfo StartInfo = new ProcessStartInfo ( ) ;
StartInfo . WorkingDirectory = WorkingDirectory ;
StartInfo . FileName = Command ;
StartInfo . Arguments = Params ;
2014-10-30 12:30:32 -04:00
StartInfo . UseShellExecute = bUseShellExecute ;
StartInfo . WindowStyle = ProcessWindowStyle . Minimized ;
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
Process Proc = new Process ( ) ;
Proc . StartInfo = StartInfo ;
Proc . Start ( ) ;
Proc . WaitForExit ( ) ;
// android bat failure
if ( Proc . ExitCode ! = 0 )
{
throw new BuildException ( "{0} failed with args {1}" , Command , Params ) ;
}
}
2021-03-05 19:27:14 -04:00
private enum FilterAction
{
Skip ,
Replace ,
Error
}
private class FilterOperation
{
public FilterAction Action ;
public string Condition ;
public string Match ;
public string ReplaceWith ;
public FilterOperation ( FilterAction InAction , string InCondition , string InMatch , string InReplaceWith )
{
Action = InAction ;
Condition = InCondition ;
Match = InMatch ;
ReplaceWith = InReplaceWith ;
}
}
2021-11-18 14:37:34 -05:00
static private List < FilterOperation > ? ActiveStdOutFilter = null ;
2021-03-05 19:27:14 -04:00
static List < string > ParseCSVString ( string Input )
{
List < string > Results = new List < string > ( ) ;
StringBuilder WorkString = new StringBuilder ( ) ;
int FinalIndex = Input . Length ;
int CurrentIndex = 0 ;
bool InQuote = false ;
while ( CurrentIndex < FinalIndex )
{
char CurChar = Input [ CurrentIndex + + ] ;
if ( InQuote )
{
if ( CurChar = = '\\' )
{
if ( CurrentIndex < FinalIndex )
{
CurChar = Input [ CurrentIndex + + ] ;
WorkString . Append ( CurChar ) ;
}
}
else if ( CurChar = = '"' )
{
InQuote = false ;
}
else
{
WorkString . Append ( CurChar ) ;
}
}
else
{
if ( CurChar = = '"' )
{
InQuote = true ;
}
else if ( CurChar = = ',' )
{
Results . Add ( WorkString . ToString ( ) ) ;
WorkString . Clear ( ) ;
}
else if ( ! char . IsWhiteSpace ( CurChar ) )
{
WorkString . Append ( CurChar ) ;
}
}
}
if ( CurrentIndex > 0 )
{
Results . Add ( WorkString . ToString ( ) ) ;
}
return Results ;
}
static void ParseFilterFile ( string Filename )
{
if ( File . Exists ( Filename ) )
{
ActiveStdOutFilter = new List < FilterOperation > ( ) ;
string [ ] FilterContents = File . ReadAllLines ( Filename ) ;
foreach ( string FileLine in FilterContents )
{
List < string > Parts = ParseCSVString ( FileLine ) ;
if ( Parts . Count > 1 )
{
if ( Parts [ 0 ] . Equals ( "S" ) )
{
ActiveStdOutFilter . Add ( new FilterOperation ( FilterAction . Skip , Parts [ 1 ] , "" , "" ) ) ;
}
else if ( Parts [ 0 ] . Equals ( "R" ) )
{
if ( Parts . Count = = 4 )
{
ActiveStdOutFilter . Add ( new FilterOperation ( FilterAction . Replace , Parts [ 1 ] , Parts [ 2 ] , Parts [ 3 ] ) ) ;
}
}
else if ( Parts [ 0 ] . Equals ( "E" ) )
{
if ( Parts . Count = = 4 )
{
ActiveStdOutFilter . Add ( new FilterOperation ( FilterAction . Error , Parts [ 1 ] , Parts [ 2 ] , Parts [ 3 ] ) ) ;
}
}
}
}
if ( ActiveStdOutFilter . Count = = 0 )
{
ActiveStdOutFilter = null ;
}
}
}
2018-11-13 23:40:18 -05:00
static void FilterStdOutErr ( object sender , DataReceivedEventArgs e )
{
if ( e . Data ! = null )
{
2021-03-05 19:27:14 -04:00
if ( ActiveStdOutFilter ! = null )
2019-04-09 16:18:32 -04:00
{
2021-03-05 19:27:14 -04:00
foreach ( FilterOperation FilterOp in ActiveStdOutFilter )
{
if ( e . Data . Contains ( FilterOp . Condition ) )
{
switch ( FilterOp . Action )
{
case FilterAction . Skip :
break ;
case FilterAction . Replace :
Log . TraceInformation ( "{0}" , e . Data . Replace ( FilterOp . Match , FilterOp . ReplaceWith ) ) ;
break ;
case FilterAction . Error :
Log . TraceError ( "{0}" , e . Data . Replace ( FilterOp . Match , FilterOp . ReplaceWith ) ) ;
break ;
default :
break ;
}
return ;
}
}
2019-04-09 21:28:15 -04:00
}
2018-11-13 23:40:18 -05:00
Log . TraceInformation ( "{0}" , e . Data ) ;
}
}
2021-11-18 14:37:34 -05:00
private static void RunCommandLineProgramWithExceptionAndFiltering ( string WorkingDirectory , string Command , string Params , string? OverrideDesc = null , bool bUseShellExecute = false )
2018-11-13 23:40:18 -05:00
{
2021-01-26 10:57:12 -04:00
// Process Arguments follow windows conventions in .NET Core
// Which means single quotes ' are not considered quotes.
// see https://github.com/dotnet/runtime/issues/29857
// also see UE-102580
// for rules see https://docs.microsoft.com/en-us/cpp/cpp/main-function-command-line-args
if ( Params . Contains ( "\'" ) )
{
Params = Params . Replace ( "\"" , "\\\"" ) ;
Params = Params . Replace ( '\'' , '\"' ) ;
}
2018-11-13 23:40:18 -05:00
if ( OverrideDesc = = null )
{
Log . TraceInformation ( "\nRunning: " + Command + " " + Params ) ;
}
else if ( OverrideDesc ! = "" )
{
Log . TraceInformation ( OverrideDesc ) ;
Log . TraceVerbose ( "\nRunning: " + Command + " " + Params ) ;
}
ProcessStartInfo StartInfo = new ProcessStartInfo ( ) ;
StartInfo . WorkingDirectory = WorkingDirectory ;
StartInfo . FileName = Command ;
StartInfo . Arguments = Params ;
StartInfo . UseShellExecute = bUseShellExecute ;
StartInfo . WindowStyle = ProcessWindowStyle . Minimized ;
2021-02-25 19:34:21 -04:00
StartInfo . RedirectStandardInput = true ;
2018-11-13 23:40:18 -05:00
StartInfo . RedirectStandardOutput = true ;
StartInfo . RedirectStandardError = true ;
Process Proc = new Process ( ) ;
Proc . StartInfo = StartInfo ;
Proc . OutputDataReceived + = FilterStdOutErr ;
Proc . ErrorDataReceived + = FilterStdOutErr ;
2021-02-25 19:34:21 -04:00
2018-11-13 23:40:18 -05:00
Proc . Start ( ) ;
Proc . BeginOutputReadLine ( ) ;
Proc . BeginErrorReadLine ( ) ;
2021-02-25 19:34:21 -04:00
StreamWriter StreamIn = Proc . StandardInput ;
StreamIn . WriteLine ( "yes" ) ;
StreamIn . Close ( ) ;
2018-11-13 23:40:18 -05:00
Proc . WaitForExit ( ) ;
// android bat failure
if ( Proc . ExitCode ! = 0 )
{
throw new BuildException ( "{0} failed with args {1}" , Command , Params ) ;
}
}
2021-11-18 14:37:34 -05:00
private bool CheckApplicationName ( string UnrealBuildPath , string ProjectName , out string? ApplicationDisplayName )
2015-05-15 16:10:14 -04:00
{
2021-02-02 17:21:35 -04:00
string StringsXMLPath = Path . Combine ( UnrealBuildPath , "res/values/strings.xml" ) ;
2015-05-15 16:10:14 -04:00
ApplicationDisplayName = null ;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2015-05-15 16:10:14 -04:00
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "ApplicationDisplayName" , out ApplicationDisplayName ) ;
// use project name if display name is left blank
if ( String . IsNullOrWhiteSpace ( ApplicationDisplayName ) )
{
ApplicationDisplayName = ProjectName ;
}
2015-09-30 19:44:29 -04:00
// replace escaped characters (note: changes &# pattern before &, then patches back to allow escaped character codes in the string)
2015-12-10 16:56:55 -05:00
ApplicationDisplayName = ApplicationDisplayName . Replace ( "&#" , "$@#$" ) . Replace ( "&" , "&" ) . Replace ( "'" , "\\'" ) . Replace ( "\"" , "\\\"" ) . Replace ( "<" , "<" ) . Replace ( ">" , ">" ) . Replace ( "$@#$" , "&#" ) ;
2015-05-15 16:10:14 -04:00
// if it doesn't exist, need to repackage
if ( ! File . Exists ( StringsXMLPath ) )
{
return true ;
}
// read it and see if needs to be updated
string Contents = File . ReadAllText ( StringsXMLPath ) ;
// find the key
string AppNameTag = "<string name=\"app_name\">" ;
int KeyIndex = Contents . IndexOf ( AppNameTag ) ;
// if doesn't exist, need to repackage
if ( KeyIndex < 0 )
{
return true ;
}
// get the current value
KeyIndex + = AppNameTag . Length ;
int TagEnd = Contents . IndexOf ( "</string>" , KeyIndex ) ;
if ( TagEnd < 0 )
{
return true ;
}
string CurrentApplicationName = Contents . Substring ( KeyIndex , TagEnd - KeyIndex ) ;
// no need to do anything if matches
if ( CurrentApplicationName = = ApplicationDisplayName )
{
// name matches, no need to force a repackage
return false ;
}
// need to repackage
return true ;
}
2020-02-12 13:27:19 -05:00
private string GetAllBuildSettings ( AndroidToolChain ToolChain , bool bForDistribution , bool bMakeSeparateApks , bool bPackageDataInsideApk , bool bDisableVerifyOBBOnStartUp , bool bUseExternalFilesDir , string TemplatesHashCode )
2014-11-11 17:23:44 -05:00
{
// make the settings string - this will be char by char compared against last time
StringBuilder CurrentSettings = new StringBuilder ( ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
CurrentSettings . AppendLine ( string . Format ( "NDKROOT={0}" , Environment . GetEnvironmentVariable ( "NDKROOT" ) ) ) ;
CurrentSettings . AppendLine ( string . Format ( "ANDROID_HOME={0}" , Environment . GetEnvironmentVariable ( "ANDROID_HOME" ) ) ) ;
CurrentSettings . AppendLine ( string . Format ( "JAVA_HOME={0}" , Environment . GetEnvironmentVariable ( "JAVA_HOME" ) ) ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
CurrentSettings . AppendLine ( string . Format ( "NDKVersion={0}" , ToolChain . GetNdkApiLevel ( ) ) ) ;
2019-10-11 15:33:31 -04:00
CurrentSettings . AppendLine ( string . Format ( "SDKVersion={0}" , GetSdkApiLevel ( ToolChain ) ) ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
CurrentSettings . AppendLine ( string . Format ( "bForDistribution={0}" , bForDistribution ) ) ;
CurrentSettings . AppendLine ( string . Format ( "bMakeSeparateApks={0}" , bMakeSeparateApks ) ) ;
2015-02-04 20:05:59 -05:00
CurrentSettings . AppendLine ( string . Format ( "bPackageDataInsideApk={0}" , bPackageDataInsideApk ) ) ;
2015-09-24 12:37:21 -04:00
CurrentSettings . AppendLine ( string . Format ( "bDisableVerifyOBBOnStartUp={0}" , bDisableVerifyOBBOnStartUp ) ) ;
2016-12-08 22:53:00 -05:00
CurrentSettings . AppendLine ( string . Format ( "bUseExternalFilesDir={0}" , bUseExternalFilesDir ) ) ;
2018-01-11 16:07:16 -05:00
CurrentSettings . AppendLine ( string . Format ( "UPLHashCode={0}" , UPLHashCode ) ) ;
2019-06-06 17:25:10 -04:00
CurrentSettings . AppendLine ( string . Format ( "TemplatesHashCode={0}" , TemplatesHashCode ) ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
// all AndroidRuntimeSettings ini settings in here
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
ConfigHierarchySection Section = Ini . FindSection ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
if ( Section ! = null )
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
foreach ( string Key in Section . KeyNames )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
// filter out NDK and SDK override since actual resolved versions already written above
if ( Key . Equals ( "SDKAPILevelOverride" ) | | Key . Equals ( "NDKAPILevelOverride" ) )
{
continue ;
}
2021-11-18 14:37:34 -05:00
if ( Section . TryGetValues ( Key , out IReadOnlyList < string > ? Values ) )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
{
2021-11-18 14:37:34 -05:00
foreach ( string Value in Values )
{
CurrentSettings . AppendLine ( string . Format ( "{0}={1}" , Key , Value ) ) ;
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
}
}
}
2015-01-21 15:22:01 -05:00
Section = Ini . FindSection ( "/Script/AndroidPlatformEditor.AndroidSDKSettings" ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
if ( Section ! = null )
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
foreach ( string Key in Section . KeyNames )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
// filter out NDK and SDK levels since actual resolved versions already written above
if ( Key . Equals ( "SDKAPILevel" ) | | Key . Equals ( "NDKAPILevel" ) )
{
continue ;
}
2021-11-18 14:37:34 -05:00
if ( Section . TryGetValues ( Key , out IReadOnlyList < string > ? Values ) )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
{
2021-11-18 14:37:34 -05:00
foreach ( string Value in Values )
{
CurrentSettings . AppendLine ( string . Format ( "{0}={1}" , Key , Value ) ) ;
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
}
}
}
2014-11-11 17:23:44 -05:00
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
List < string > Arches = ToolChain . GetAllArchitectures ( ) ;
2014-11-11 17:23:44 -05:00
foreach ( string Arch in Arches )
{
CurrentSettings . AppendFormat ( "Arch={0}{1}" , Arch , Environment . NewLine ) ;
}
2021-01-21 16:22:06 -04:00
// Modifying some settings in the GameMapsSettings could trigger the OBB regeneration
// and make the cached OBBData.java mismatch to the actually data.
// So we insert the relevant keys into CurrentSettings to capture the change, to
// enforce the refreshing of Android java codes
Section = Ini . FindSection ( "/Script/EngineSettings.GameMapsSettings" ) ;
if ( Section ! = null )
{
foreach ( string Key in Section . KeyNames )
{
if ( ! Key . Equals ( "GameDefaultMap" ) & &
! Key . Equals ( "GlobalDefaultGameMode" ) )
{
continue ;
}
2021-11-18 14:37:34 -05:00
if ( Section . TryGetValues ( Key , out IReadOnlyList < string > ? Values ) )
2021-01-21 16:22:06 -04:00
{
2021-11-18 14:37:34 -05:00
foreach ( string Value in Values )
{
CurrentSettings . AppendLine ( string . Format ( "{0}={1}" , Key , Value ) ) ;
}
2021-01-21 16:22:06 -04:00
}
}
}
2014-11-11 17:23:44 -05:00
return CurrentSettings . ToString ( ) ;
}
2021-02-02 17:21:35 -04:00
private bool CheckDependencies ( AndroidToolChain ToolChain , string ProjectName , string ProjectDirectory , string UnrealBuildFilesPath , string GameBuildFilesPath , string EngineDirectory , List < string > SettingsFiles ,
2020-02-12 13:27:19 -05:00
string CookFlavor , string OutputPath , bool bMakeSeparateApks , bool bPackageDataInsideApk )
2014-11-11 17:23:44 -05:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
List < string > Arches = ToolChain . GetAllArchitectures ( ) ;
2014-11-11 17:23:44 -05:00
// check all input files (.so, java files, .ini files, etc)
bool bAllInputsCurrent = true ;
foreach ( string Arch in Arches )
{
2021-11-08 12:22:54 -05:00
string SourceSOName = AndroidToolChain . InlineArchName ( OutputPath , Arch ) ;
// if the source binary was UnrealGame, replace it with the new project name, when re-packaging a binary only build
string ApkFilename = Path . GetFileNameWithoutExtension ( OutputPath ) . Replace ( "UnrealGame" , ProjectName ) ;
string DestApkName = Path . Combine ( ProjectDirectory , "Binaries/Android/" ) + ApkFilename + ".apk" ;
// if we making multiple Apks, we need to put the architecture into the name
if ( bMakeSeparateApks )
2014-11-11 17:23:44 -05:00
{
2021-11-08 12:22:54 -05:00
DestApkName = AndroidToolChain . InlineArchName ( DestApkName , Arch ) ;
}
2014-11-11 17:23:44 -05:00
2021-11-08 12:22:54 -05:00
// check to see if it's out of date before trying the slow make apk process (look at .so and all Engine and Project build files to be safe)
List < String > InputFiles = new List < string > ( ) ;
InputFiles . Add ( SourceSOName ) ;
InputFiles . AddRange ( Directory . EnumerateFiles ( UnrealBuildFilesPath , "*.*" , SearchOption . AllDirectories ) ) ;
if ( Directory . Exists ( GameBuildFilesPath ) )
{
InputFiles . AddRange ( Directory . EnumerateFiles ( GameBuildFilesPath , "*.*" , SearchOption . AllDirectories ) ) ;
}
// make sure changed java files will rebuild apk
InputFiles . AddRange ( SettingsFiles ) ;
// rebuild if .pak files exist for OBB in APK case
if ( bPackageDataInsideApk )
{
string PAKFileLocation = ProjectDirectory + "/Saved/StagedBuilds/Android" + CookFlavor + "/" + ProjectName + "/Content/Paks" ;
if ( Directory . Exists ( PAKFileLocation ) )
2014-11-11 17:23:44 -05:00
{
2021-11-08 12:22:54 -05:00
IEnumerable < string > PakFiles = Directory . EnumerateFiles ( PAKFileLocation , "*.pak" , SearchOption . TopDirectoryOnly ) ;
foreach ( string Name in PakFiles )
2014-11-11 17:23:44 -05:00
{
2021-11-08 12:22:54 -05:00
InputFiles . Add ( Name ) ;
2014-11-11 17:23:44 -05:00
}
}
2021-11-08 12:22:54 -05:00
}
2014-11-11 17:23:44 -05:00
2021-11-08 12:22:54 -05:00
// look for any newer input file
DateTime ApkTime = File . GetLastWriteTimeUtc ( DestApkName ) ;
foreach ( string InputFileName in InputFiles )
{
if ( File . Exists ( InputFileName ) )
2014-11-11 17:23:44 -05:00
{
2021-11-08 12:22:54 -05:00
// skip .log files
if ( Path . GetExtension ( InputFileName ) = = ".log" )
2014-11-11 17:23:44 -05:00
{
2021-11-08 12:22:54 -05:00
continue ;
}
DateTime InputFileTime = File . GetLastWriteTimeUtc ( InputFileName ) ;
if ( InputFileTime . CompareTo ( ApkTime ) > 0 )
{
bAllInputsCurrent = false ;
Log . TraceInformation ( "{0} is out of date due to newer input file {1}" , DestApkName , InputFileName ) ;
break ;
2014-11-11 17:23:44 -05:00
}
}
}
}
return bAllInputsCurrent ;
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
private int ConvertDepthBufferIniValue ( string IniValue )
{
switch ( IniValue . ToLower ( ) )
{
case "bits16" :
return 16 ;
case "bits24" :
return 24 ;
case "bits32" :
return 32 ;
default :
return 0 ;
}
}
private string ConvertOrientationIniValue ( string IniValue )
{
switch ( IniValue . ToLower ( ) )
{
case "portrait" :
return "portrait" ;
case "reverseportrait" :
return "reversePortrait" ;
case "sensorportrait" :
return "sensorPortrait" ;
case "landscape" :
return "landscape" ;
2015-03-11 15:29:56 -04:00
case "reverselandscape" :
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
return "reverseLandscape" ;
2015-03-11 15:29:56 -04:00
case "sensorlandscape" :
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
return "sensorLandscape" ;
case "sensor" :
return "sensor" ;
case "fullsensor" :
return "fullSensor" ;
default :
return "landscape" ;
}
}
2019-03-11 15:12:02 -04:00
private string GetOrientation ( string NDKArch )
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
string Orientation ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "Orientation" , out Orientation ) ;
2019-03-11 15:12:02 -04:00
// check for UPL override
2021-11-18 14:37:34 -05:00
string OrientationOverride = UPL ! . ProcessPluginNode ( NDKArch , "orientationOverride" , "" ) ;
2019-03-11 15:12:02 -04:00
if ( ! String . IsNullOrEmpty ( OrientationOverride ) )
{
Orientation = OrientationOverride ;
}
return ConvertOrientationIniValue ( Orientation ) ;
}
private void DetermineScreenOrientationRequirements ( string Arch , out bool bNeedPortrait , out bool bNeedLandscape )
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bNeedLandscape = false ;
bNeedPortrait = false ;
2019-03-11 15:12:02 -04:00
switch ( GetOrientation ( Arch ) . ToLower ( ) )
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
{
case "portrait" :
bNeedPortrait = true ;
break ;
case "reverseportrait" :
bNeedPortrait = true ;
break ;
case "sensorportrait" :
bNeedPortrait = true ;
break ;
case "landscape" :
bNeedLandscape = true ;
break ;
case "reverselandscape" :
bNeedLandscape = true ;
break ;
case "sensorlandscape" :
bNeedLandscape = true ;
break ;
case "sensor" :
bNeedPortrait = true ;
bNeedLandscape = true ;
break ;
case "fullsensor" :
bNeedPortrait = true ;
bNeedLandscape = true ;
break ;
default :
bNeedPortrait = true ;
bNeedLandscape = true ;
break ;
}
}
2021-02-02 17:21:35 -04:00
private void PickDownloaderScreenOrientation ( string UnrealBuildPath , bool bNeedPortrait , bool bNeedLandscape )
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
{
// Remove unused downloader_progress.xml to prevent missing resource
if ( ! bNeedPortrait )
{
2021-02-02 17:21:35 -04:00
string LayoutPath = UnrealBuildPath + "/res/layout-port/downloader_progress.xml" ;
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( LayoutPath ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
}
if ( ! bNeedLandscape )
{
2021-02-02 17:21:35 -04:00
string LayoutPath = UnrealBuildPath + "/res/layout-land/downloader_progress.xml" ;
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( LayoutPath ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
}
// Loop through each of the resolutions (only /res/drawable/ is required, others are optional)
string [ ] Resolutions = new string [ ] { "/res/drawable/" , "/res/drawable-ldpi/" , "/res/drawable-mdpi/" , "/res/drawable-hdpi/" , "/res/drawable-xhdpi/" } ;
foreach ( string ResolutionPath in Resolutions )
{
2021-02-02 17:21:35 -04:00
string PortraitFilename = UnrealBuildPath + ResolutionPath + "downloadimagev.png" ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
if ( bNeedPortrait )
{
if ( ! File . Exists ( PortraitFilename ) & & ( ResolutionPath = = "/res/drawable/" ) )
{
Log . TraceWarning ( "Warning: Downloader screen source image {0} not available, downloader screen will not function properly!" , PortraitFilename ) ;
}
}
else
{
// Remove unused image
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( PortraitFilename ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
}
2021-02-02 17:21:35 -04:00
string LandscapeFilename = UnrealBuildPath + ResolutionPath + "downloadimageh.png" ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
if ( bNeedLandscape )
{
if ( ! File . Exists ( LandscapeFilename ) & & ( ResolutionPath = = "/res/drawable/" ) )
{
Log . TraceWarning ( "Warning: Downloader screen source image {0} not available, downloader screen will not function properly!" , LandscapeFilename ) ;
}
}
else
{
// Remove unused image
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( LandscapeFilename ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
}
}
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
2021-02-02 17:21:35 -04:00
private void PackageForDaydream ( string UnrealBuildPath )
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
{
bool bPackageForDaydream = IsPackagingForDaydream ( ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
if ( ! bPackageForDaydream )
{
// If this isn't a Daydream App, we need to make sure to remove
// Daydream specific assets.
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
// Remove the Daydream app tile background.
2021-02-02 17:21:35 -04:00
string AppTileBackgroundPath = UnrealBuildPath + "/res/drawable-nodpi/vr_icon_background.png" ;
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( AppTileBackgroundPath ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
// Remove the Daydream app tile icon.
2021-02-02 17:21:35 -04:00
string AppTileIconPath = UnrealBuildPath + "/res/drawable-nodpi/vr_icon.png" ;
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( AppTileIconPath ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
}
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
2021-02-02 17:21:35 -04:00
private void PickSplashScreenOrientation ( string UnrealBuildPath , bool bNeedPortrait , bool bNeedLandscape )
2015-08-28 19:34:42 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2015-08-28 19:34:42 -04:00
bool bShowLaunchImage = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bShowLaunchImage" , out bShowLaunchImage ) ;
2019-06-10 12:22:13 -04:00
bool bPackageForOculusMobile = IsPackagingForOculusMobile ( Ini ) ; ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
bool bPackageForDaydream = IsPackagingForDaydream ( Ini ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
2019-06-10 12:22:13 -04:00
//override the parameters if we are not showing a launch image or are packaging for Oculus Mobile and Daydream
if ( bPackageForOculusMobile | | bPackageForDaydream | | ! bShowLaunchImage )
2015-08-28 19:34:42 -04:00
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bNeedPortrait = bNeedLandscape = false ;
2015-08-28 19:34:42 -04:00
}
// Remove unused styles.xml to prevent missing resource
if ( ! bNeedPortrait )
{
2021-02-02 17:21:35 -04:00
string StylesPath = UnrealBuildPath + "/res/values-port/styles.xml" ;
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( StylesPath ) ;
2015-08-28 19:34:42 -04:00
}
if ( ! bNeedLandscape )
{
2021-02-02 17:21:35 -04:00
string StylesPath = UnrealBuildPath + "/res/values-land/styles.xml" ;
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( StylesPath ) ;
2015-08-28 19:34:42 -04:00
}
// Loop through each of the resolutions (only /res/drawable/ is required, others are optional)
string [ ] Resolutions = new string [ ] { "/res/drawable/" , "/res/drawable-ldpi/" , "/res/drawable-mdpi/" , "/res/drawable-hdpi/" , "/res/drawable-xhdpi/" } ;
foreach ( string ResolutionPath in Resolutions )
{
2021-02-02 17:21:35 -04:00
string PortraitFilename = UnrealBuildPath + ResolutionPath + "splashscreen_portrait.png" ;
2015-08-28 19:34:42 -04:00
if ( bNeedPortrait )
{
if ( ! File . Exists ( PortraitFilename ) & & ( ResolutionPath = = "/res/drawable/" ) )
{
Log . TraceWarning ( "Warning: Splash screen source image {0} not available, splash screen will not function properly!" , PortraitFilename ) ;
}
}
else
{
// Remove unused image
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( PortraitFilename ) ;
2019-02-27 16:50:10 -05:00
// Remove optional extended resource
2021-02-02 17:21:35 -04:00
string PortraitXmlFilename = UnrealBuildPath + ResolutionPath + "splashscreen_p.xml" ;
2019-02-27 16:50:10 -05:00
SafeDeleteFile ( PortraitXmlFilename ) ;
2015-08-28 19:34:42 -04:00
}
2021-02-02 17:21:35 -04:00
string LandscapeFilename = UnrealBuildPath + ResolutionPath + "splashscreen_landscape.png" ;
2015-08-28 19:34:42 -04:00
if ( bNeedLandscape )
{
if ( ! File . Exists ( LandscapeFilename ) & & ( ResolutionPath = = "/res/drawable/" ) )
{
Log . TraceWarning ( "Warning: Splash screen source image {0} not available, splash screen will not function properly!" , LandscapeFilename ) ;
}
}
else
{
// Remove unused image
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( LandscapeFilename ) ;
2019-02-27 16:50:10 -05:00
// Remove optional extended resource
2021-02-02 17:21:35 -04:00
string LandscapeXmlFilename = UnrealBuildPath + ResolutionPath + "splashscreen_l.xml" ;
2019-02-27 16:50:10 -05:00
SafeDeleteFile ( LandscapeXmlFilename ) ;
2015-08-28 19:34:42 -04:00
}
}
}
2021-11-18 14:37:34 -05:00
private string? CachedPackageName = null ;
2017-05-01 10:56:43 -04:00
private bool IsLetter ( char Input )
{
return ( Input > = 'A' & & Input < = 'Z' ) | | ( Input > = 'a' & & Input < = 'z' ) ;
}
private bool IsDigit ( char Input )
{
return ( Input > = '0' & & Input < = '9' ) ;
}
2015-09-24 12:37:21 -04:00
private string GetPackageName ( string ProjectName )
{
2017-05-01 10:56:43 -04:00
if ( CachedPackageName = = null )
{
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
string PackageName ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "PackageName" , out PackageName ) ;
if ( PackageName . Contains ( "[PROJECT]" ) )
{
// project name must start with a letter
if ( ! IsLetter ( ProjectName [ 0 ] ) )
{
throw new BuildException ( "Package name segments must all start with a letter. Please replace [PROJECT] with a valid name" ) ;
}
// hyphens not allowed so change them to underscores in project name
if ( ProjectName . Contains ( "-" ) )
{
Trace . TraceWarning ( "Project name contained hyphens, converted to underscore" ) ;
ProjectName = ProjectName . Replace ( "-" , "_" ) ;
}
// check for special characters
for ( int Index = 0 ; Index < ProjectName . Length ; Index + + )
{
char c = ProjectName [ Index ] ;
if ( c ! = '.' & & c ! = '_' & & ! IsDigit ( c ) & & ! IsLetter ( c ) )
{
throw new BuildException ( "Project name contains illegal characters (only letters, numbers, and underscore allowed); please replace [PROJECT] with a valid name" ) ;
}
}
PackageName = PackageName . Replace ( "[PROJECT]" , ProjectName ) ;
}
// verify minimum number of segments
string [ ] PackageParts = PackageName . Split ( '.' ) ;
int SectionCount = PackageParts . Length ;
if ( SectionCount < 2 )
{
throw new BuildException ( "Package name must have at least 2 segments separated by periods (ex. com.projectname, not projectname); please change in Android Project Settings. Currently set to '" + PackageName + "'" ) ;
}
// hyphens not allowed
if ( PackageName . Contains ( "-" ) )
{
throw new BuildException ( "Package names may not contain hyphens; please change in Android Project Settings. Currently set to '" + PackageName + "'" ) ;
}
// do not allow special characters
for ( int Index = 0 ; Index < PackageName . Length ; Index + + )
{
char c = PackageName [ Index ] ;
if ( c ! = '.' & & c ! = '_' & & ! IsDigit ( c ) & & ! IsLetter ( c ) )
{
throw new BuildException ( "Package name contains illegal characters (only letters, numbers, and underscore allowed); please change in Android Project Settings. Currently set to '" + PackageName + "'" ) ;
}
}
// validate each segment
for ( int Index = 0 ; Index < SectionCount ; Index + + )
{
if ( PackageParts [ Index ] . Length < 1 )
{
throw new BuildException ( "Package name segments must have at least one letter; please change in Android Project Settings. Currently set to '" + PackageName + "'" ) ;
}
if ( ! IsLetter ( PackageParts [ Index ] [ 0 ] ) )
{
throw new BuildException ( "Package name segments must start with a letter; please change in Android Project Settings. Currently set to '" + PackageName + "'" ) ;
}
// cannot use Java reserved keywords
foreach ( string Keyword in JavaReservedKeywords )
{
if ( PackageParts [ Index ] = = Keyword )
{
throw new BuildException ( "Package name segments must not be a Java reserved keyword (" + Keyword + "); please change in Android Project Settings. Currently set to '" + PackageName + "'" ) ;
}
}
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Log . TraceInformation ( "Using package name: '{0}'" , PackageName ) ;
2017-05-01 10:56:43 -04:00
CachedPackageName = PackageName ;
}
return CachedPackageName ;
2015-09-24 12:37:21 -04:00
}
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
private string GetPublicKey ( )
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2015-09-24 12:37:21 -04:00
string PlayLicenseKey = "" ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "GooglePlayLicenseKey" , out PlayLicenseKey ) ;
return PlayLicenseKey ;
}
2015-04-22 11:14:29 -04:00
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
private bool bHaveReadEngineVersion = false ;
private string EngineMajorVersion = "4" ;
private string EngineMinorVersion = "0" ;
private string EnginePatchVersion = "0" ;
private string EngineChangelist = "0" ;
2021-11-18 14:37:34 -05:00
private string? EngineBranch = "UE5" ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
2019-03-12 23:22:42 -04:00
private string ReadEngineVersion ( )
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
{
if ( ! bHaveReadEngineVersion )
{
2019-01-17 21:54:28 -05:00
ReadOnlyBuildVersion Version = ReadOnlyBuildVersion . Current ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3851142 by Robert.Manuszewski
When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it.
Change 3853797 by Ben.Marsh
BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc...
Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option.
Change 3857540 by Graeme.Thornton
Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed
Change 3860062 by Steve.Robb
Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example).
Change 3860138 by Steve.Robb
Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters.
Change 3860273 by Steve.Robb
Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors.
Change 3863203 by Steve.Robb
Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.).
See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html
Change 3864588 by Graeme.Thornton
Crypto Keys Improvements
- Removed UAT command line params for encryption. Centrally configured by the editor settings now.
- UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata
- Minor refactoring of UAT encryption processing to use the new cryptokeys json file
- UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>"
- UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks
Change 3864691 by Robert.Manuszewski
Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever.
Change 3864744 by Robert.Manuszewski
Added the ability to get the actual filename of the log file FOutputDeviceFile writes to.
Change 3864816 by Graeme.Thornton
TBA: Minor formatting improvements to textasset commandlet
Change 3868939 by Graeme.Thornton
TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory
Change 3869031 by Graeme.Thornton
TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log
Change 3871802 by Steve.Robb
Class cast flags and property flags are now visible in the debugger.
Change 3871863 by Robert.Manuszewski
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
Change 3874413 by Steve.Robb
Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections.
TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement.
Change 3874457 by Ben.Marsh
When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests.
The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes.
Change 3876435 by Robert.Manuszewski
Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever
Change 3878762 by Robert.Manuszewski
Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.
Change 3878850 by Robert.Manuszewski
SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance.
Change 3881331 by Graeme.Thornton
TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter
Change 3886983 by Ben.Marsh
UGS: Fix notification window not expanding to fit long captions.
Change 3887006 by Ben.Marsh
UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10.
Change 3887500 by Ben.Marsh
UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names).
Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style.
Change 3887513 by Ben.Marsh
UGS: Fix badge text drawing outside the clipping bounds.
Change 3888010 by Josh.Engebretson
Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path
#jira none
Change 3888418 by Ben.Marsh
UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing.
Change 3889457 by Steve.Robb
GitHub #4457 : Display abbreviations properly when converting FNames to display string
#jira UE-54611
Change 3889547 by Ben.Marsh
UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description.
Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this:
[Badges]
+DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1")
The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked.
Change 3889726 by Ben.Marsh
UGS: Fix description badges that don't have any associated URL.
Change 3889995 by Ben.Marsh
UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead.
Change 3890007 by Ben.Marsh
UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious.
Change 3890057 by Ben.Marsh
UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly.
Change 3891069 by Robert.Manuszewski
Fixing a crash in MallocBinned2 when running with malloc profiler enabled.
Change 3891084 by Steve.Robb
Back out changelist 3881331 because it's causing cook errors.
Change 3891100 by Ben.Marsh
UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows:
[//UE4/Main/Samples/Games/ShooterGame.uproject]
Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15.
A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert:
Change 3891346 by Steve.Robb
TSharedPtr::operator bool, and some usage of it.
Change 3891787 by Steve.Robb
Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack().
Change 3892379 by Ben.Marsh
UGS: Fix notification window containing the group fix for each build type.
Change 3892400 by Ben.Marsh
UGS: Shrink the size of the alert panel.
Change 3892496 by Ben.Marsh
UGS: Dim badges for changes which aren't eligable for syncing.
Change 3893932 by Steve.Robb
Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205.
Change 3895872 by Ben.Marsh
UGS: Show the stream name in tab labels by default.
Change 3896366 by Ben.Marsh
UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges.
Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show.
Change 3896367 by Ben.Marsh
UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel.
Change 3896425 by Ben.Marsh
UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations.
Change 3896461 by Ben.Marsh
UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file:
[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject]
StatusPanelColor=#dcdcf0
Change 3899530 by Ben.Marsh
Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section.
Change 3901164 by Ben.Marsh
UGS: Add a class to store all the resources for the status panel.
Change 3901165 by Graeme.Thornton
TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written
Change 3901301 by Ben.Marsh
UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes.
Change 3902454 by Ben.Marsh
UGS: Fix logo not being redrawn in the correct position when starting to sync.
Change 3903416 by Ben.Marsh
UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'.
Change 3904154 by Josh.Engebretson
Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad)
#jira UE-55442
Change 3904648 by Ben.Marsh
UGS: Remove files from the workspace that are excluded by the sync filter.
The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter.
#jira UE-47335
Change 3905442 by Steve.Robb
Change of the ConvertFromType() multi-bool return value to a more descriptive enum.
Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change.
Change 3905629 by Ben.Marsh
UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely.
Change 3906447 by Steve.Robb
Rename EConvertFromTypeResult enumerators.
Change 3906574 by Steve.Robb
Crash fix for container conversion failure during tagged property import.
Change 3909255 by Daniel.Lamb
Fixed issue with DLCpackaging crashing on windows
#jira UE-42880
#test EngineTest windows
Change 3909270 by Steve.Robb
Seek instead of skipping bad properties byte-by-byte.
Change 3909324 by Steve.Robb
Use switch statement instead of repeated if/else.
Change 3909525 by Ben.Marsh
UGS: Use the StudioEditor target when syncing content-only Enterprise projects.
Change 3911754 by Daniel.Lamb
Fix for building pak patches.
#jira UE-55340
Change 3911942 by Robert.Manuszewski
Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one.
Change 3913067 by Ben.Marsh
UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter.
Change 3913209 by Ben.Marsh
UGS: Fix incorrect target name when compiling Enterprise projects.
Change 3917358 by Steve.Robb
Fix for GetLen(FString).
Change 3919610 by Ben.Marsh
Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around.
CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file.
Change 3921002 by Ben.Marsh
UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects).
Change 3921008 by Ben.Marsh
UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line.
Change 3921906 by Steve.Robb
New interpolation functions for quaternions.
https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html
Change 3921978 by Graeme.Thornton
TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it.
Change 3924520 by Graeme.Thornton
UnrealPak: Improve encryption summary log messages
Change 3924522 by Graeme.Thornton
UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames
Change 3924604 by Graeme.Thornton
UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys.
Change 3924638 by Graeme.Thornton
Crypto: Improvements to parsing of old fashioned encryption.ini settings:
- AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
- Signing keys will emit an error when they are too long (>64bytes)
- Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues
#jira UE-55080
Change 3924747 by Steve.Robb
Fix for degrees.
Change 3925459 by Chad.Garyet
Adding check to not to attempt to delete autosdk workspace if it doesn't already exist.
Change 3926703 by Ben.Marsh
BuildGraph: Include the path to the XML file when displaying an XML parse error.
Change 3926917 by Ben.Marsh
UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles).
Set the solution name using an entry in BuildConfiguration.xml as follows:
<ProjectFileGenerator>
<MasterProjectName>UE4_Main</MasterProjectName>
</ProjectFileGenerator>
Change 3927683 by Graeme.Thornton
UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file.
Change 3928111 by Ben.Marsh
UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in.
Change 3928926 by Ben.Marsh
BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties.
Change 3931041 by Graeme.Thornton
TBA: Add option to textasset commandlet to also include engine content in a resave
Change 3931043 by Graeme.Thornton
TBA: Redirect some more FArchive members in FArchiveProxy
Change 3931913 by Ben.Marsh
UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync.
#jira UE-47368
Change 3932419 by Ben.Marsh
UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first.
#jira UE-33541
Change 3932483 by Ben.Marsh
PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic)
Change 3932624 by Ben.Marsh
UGS: Add an error dialog when trying to clean the workspace before closing the editor.
#jira UE-42308
Change 3932679 by Ben.Marsh
UGS: Add the date/time to the end of the sync log.
#jira UE-33540
Change 3932705 by Ben.Marsh
UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.
#jira UE-53182
Change 3933318 by Ben.Marsh
UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.
#jira UE-33535, UE-53914
Change 3933840 by Graeme.Thornton
TBA: When loading assets, only use structured archive adapters for exports when loading text files.
Change 3936040 by Ben.Marsh
UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.
Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.
#jira UE-52870
Change 3940230 by Robert.Manuszewski
Fixes for FilenameToLongPackageName crashes when runnign commandlets
Change 3940240 by Graeme.Thornton
Automated cycling of encryption and signing keys
Change 3940243 by Graeme.Thornton
UAT: CryptoKeys automation script
Change 3940321 by Ben.Marsh
UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.
Change 3940538 by Ben.Marsh
UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.
Change 3941285 by Gil.Gribb
UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
#jira none
Change 3942404 by Graeme.Thornton
Pak Signing:
- Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
- Format the signedarchivereader output to match the pak precacher
- When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
- Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
- Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.
Change 3942825 by Ben.Marsh
UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.
Change 3942839 by Ben.Marsh
UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.
Change 3943153 by Ben.Marsh
Use the correct logical processor count in ParallelExecutor.
Change 3943210 by Ben.Marsh
UGS: Add an option to the editor arguments window that allows prompting before launching the editor.
Change 3943329 by Ben.Marsh
UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.
Change 3944294 by Ben.Marsh
UGS: Prompt for confirmation before removing any files from the workspace.
Change 3945283 by Ben.Marsh
UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.
Change 3945325 by Ben.Marsh
PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)
Change 3947359 by Graeme.Thornton
TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.
Change 3947360 by Graeme.Thornton
TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.
Change 3949431 by Graeme.Thornton
TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks
Change 3950843 by Ben.Marsh
UBT: Add a better error if an XML config file is corrupt.
Change 3952504 by Steve.Robb
GitHub #4545 : UE-55924: CaseSensitive token recognition
#jira UE-55961
#jira UE-55924
Change 3952707 by Graeme.Thornton
Make RandInit(...) log message verbose
Change 3954694 by Ben.Marsh
BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.
To define a Macro, use the syntax:
<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
<Log Message="First message" If="$(PrintFirstMessage)"/>
<Log Message="Second message" If="$(PrintSecondMessage)"/>
<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
</Macro>
To expand a macro, use the syntax:
<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>
An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.
Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.
Change 3954695 by Ben.Marsh
PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)
#jira UE-56283
Change 3954961 by Ben.Marsh
UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.
#jira UE-56040
Change 3955785 by Steve.Robb
GitHub #4546 : Don't discard errors from zlib inflate
#jira UE-55969
Change 3955940 by Steve.Robb
Redundant and confusing macro check removed.
Change 3956809 by Ben.Marsh
Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.
Change 3959590 by Steve.Robb
Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.
Change 3959864 by Robert.Manuszewski
Increasing the size of permanent object pool to fix warnings in cooked ShooterGame
#jira UE-56001
Change 3960956 by Steve.Robb
New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.
Change 3963628 by Ben.Marsh
UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.
Change 3964349 by Ben.Marsh
Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.
Change 3964821 by Ben.Marsh
Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.
Change 3965269 by Ben.Marsh
Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.
Change 3966554 by James.Hopkin
#core Removed redundant cast
Change 3966558 by James.Hopkin
#core Removed redundant casts and changed some MakeShareables to MakeShared
#robomerge #fortnite
Change 3966754 by Ben.Marsh
Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.
Change 3967397 by Ben.Marsh
Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.
Change 3967664 by Ben.Marsh
Update UGS solution to use Visual Studio 2017.
Change 3967838 by Ben.Marsh
Couple of fixes to conform scripts.
Change 3968767 by Ben.Marsh
Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.
Change 3968771 by Ben.Marsh
Fix compiled-in engine path being subject to macro expansion.
#jira UE-56504
Change 3968886 by Robert.Manuszewski
Merging 3914301:
Remove any references we had added to the GGCObjectReferencer during Init
Change 3968978 by Steve.Robb
FString->FName fixes for module names in HotReload.
Change 3969019 by Steve.Robb
Minor refactor of property skipping logic in SerializeTaggedProperties().
Change 3969041 by Steve.Robb
Simplification of Build.version filename construction.
Change 3969049 by Steve.Robb
Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.
This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().
#jira UE-52405
Change 3969120 by Ben.Marsh
Enable errors for using undefined identifiers in conditional expressions by default.
Change 3969161 by Ben.Marsh
Remove log line that should only be included in the log.
Change 3969216 by Steve.Robb
Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.
#jira UE-52405
Change 3969346 by Steve.Robb
Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.
Change 3969598 by Ben.Marsh
Fix warning from VS2017.
Change 3971101 by Graeme.Thornton
TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.
Change 3971407 by Ben.Marsh
UBT: Fix exception when enumerating toolchains if the directory does not exist yet.
Change 3971523 by Graeme.Thornton
Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching
Change 3971613 by Ben.Marsh
Fix Lightmass non-unity compile errors.
Change 3971649 by Ben.Marsh
Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.
Change 3971829 by Ben.Marsh
Fix deprecated header warning from PVS Studio.
Change 3972503 by Ben.Marsh
Changes to build failure notifications:
* Only people that submitted between builds with different error messages will be included on emails by default.
* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
* Anyone that starts a build will be included on all failure emails.
Change 3972732 by Ben.Marsh
Changes to ensure notification messages are stable.
Change 3972810 by Ben.Marsh
Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.
Change 3973331 by Ben.Marsh
Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.
Change 3973343 by Ben.Marsh
PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)
Change 3973820 by Ben.Marsh
Fix incorrect error message when unable to find Visual C++ install directory.
Change 3974295 by Robert.Manuszewski
Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.
Change 3975336 by Robert.Manuszewski
CIS fix after the last merge from main
Change 3976999 by Ben.Marsh
Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.
This should cause CIS to better errors for compiling Odin editor.
Change 3977934 by Ben.Marsh
UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.
Change 3977953 by Ben.Marsh
UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.
Change 3978544 by Ben.Marsh
UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.
Change 3978780 by Ben.Marsh
Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.
Change 3979313 by Ben.Marsh
UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.
Change 3980499 by Ben.Marsh
UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.
Change 3980890 by Ben.Marsh
UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.
Change 3981495 by Ben.Marsh
Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.
#jira UE-54343
Change 3982157 by Ben.Marsh
Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.
Change 3982239 by Ben.Marsh
Update tooltip directing users to install Visual Studio 2017 instead of 2015.
Change 3983395 by Graeme.Thornton
Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file
Change 3983523 by Graeme.Thornton
Backwards compatibility for pak files with compressed chunk offsets
Change 3983769 by Ben.Marsh
UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.
Change 3984529 by Ben.Marsh
BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.
Change 3984557 by Ben.Marsh
BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.
Change 3986520 by Ben.Marsh
Remove hacks to uniquify response file name on Android and Linux.
Change 3987166 by Steve.Robb
Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.
Change 3989061 by Graeme.Thornton
TBA: Text asset loading/saving work
- Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
- Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
- Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.
Change 3989109 by Graeme.Thornton
TBA: TextAsset commandlet emits a warning when binary package determinism fails
Change 3990823 by Ben.Marsh
UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.
Change 3990832 by Ben.Marsh
UGS: Make the schedule window resizable.
Change 3991569 by Steve.Robb
GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message
Change 3991970 by Steve.Robb
Fix for 4096 char limit on FParse::Value.
Change 3992222 by Steve.Robb
Advice added to the coding standard for using default member initializers.
Change 3993675 by Ben.Marsh
UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.
Change 3994199 by Ben.Marsh
UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.
In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.
Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx
Change 3994243 by Ben.Marsh
UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.
Change 3994260 by Ben.Marsh
UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.
Change 3994350 by Ben.Marsh
UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.
Change 3995159 by Ben.Marsh
UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.
Indend to re-introduce this functionality through the manual 'clean workspace' operation.
Change 3995169 by Ben.Marsh
UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.
Change 3995228 by Ben.Marsh
UGS: Update recently opened projects list when editing project for an existing tab.
Change 3995312 by Ben.Marsh
UGS: Stop showing all dialogs in the taskbar.
Change 3995929 by Robert.Manuszewski
Completely rewritten FReferenceChainSearch class used by 'obj refs' command.
- 3+ times faster
- Uses the same code as GC to track all the references down
- Actually reports all reference chains properly
- Less code that is more readable than the previous version
Change 3995981 by Ben.Marsh
UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.
Change 3996113 by Ben.Marsh
UGS: Fix crash upgrading config files from older versions.
Change 3997990 by Ben.Marsh
UGS: Prevent error when syncing an empty workspace.
Change 3998095 by Ben.Marsh
UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.
Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.
Change 3998264 by Ben.Marsh
UGS: Fix exception when switching projects in-place.
Change 3998643 by Ben.Marsh
Fix shared DDC not being used for installed engine builds.
#jira UE-57631
Change 4000266 by Ben.Marsh
UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:
UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]
The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.
Change 4000293 by Ben.Marsh
Add a compression flag that allows selecting compressor without using the default platform implementation.
Change 4000315 by Ben.Marsh
Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.
Change 4000610 by Ben.Marsh
UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.
Change 4000627 by Ben.Marsh
UBT: Include enabled plugin info in the UBT log.
Change 4000793 by Ben.Marsh
UBT: Remove some member variables from VCEnvironment that don't need to be stored.
Change 4000909 by Ben.Marsh
UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.
Change 4001923 by Ben.Marsh
UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.
At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.
Change 4001927 by Ben.Marsh
Fixes for compiling against the Windows 10 SDK.
Change 4002439 by Robert.Manuszewski
Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector
Change 4003508 by Ben.Marsh
UGS: Fix new workspaces not having the correct owner and host set.
Change 4003622 by Ben.Marsh
UGS: Add support for "skipped" as a build result.
Change 4004049 by Robert.Manuszewski
Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy
Change 4005077 by Ben.Marsh
UGS: Update version number.
Change 4005112 by Ben.Marsh
UBT: Reduce number of times a target has to be constructed while generating project files.
Change 4005513 by Ben.Marsh
UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.
Change 4005516 by Ben.Marsh
UBT: Add warnings whenever a module adds an include path or library path that doesn't exist
Change 4006168 by Ben.Marsh
CIS fixes.
Change 4006236 by Ben.Marsh
UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.
Change 4006266 by Ben.Marsh
UGS: Swap around the new workspace/existing file boxes on the open project dialog.
Change 4006552 by Ben.Marsh
If staging fails because a restricted folder name is found, include a list of them in the error message.
Change 4007397 by Steve.Robb
Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.
Change 4007458 by Ben.Marsh
UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.
Change 4009343 by Ben.Marsh
UGS: Set the rmdir option on new workspaces by default.
Change 4009501 by Ben.Marsh
UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.
Change 4009509 by Ben.Marsh
UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.
Change 4010543 by Ben.Marsh
Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).
Change 4010553 by Ben.Marsh
UAT: Include platform groups in restricted folder names when staging.
Change 4012030 by Ben.Marsh
UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.
Change 4012204 by Chad.Garyet
- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
- Create directory for sqlite db if it doesn't exist
#jira none
Change 4014209 by Brandon.Schaefer
New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows
#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills
Change 4015606 by Brandon.Schaefer
Missed a code project that needed updating for new Breakpad changes for Mac
Change 4017795 by Robert.Manuszewski
GC assumption verification should now be 3-4x faster.
- Refactored Disregard For GC to use TFastReferenceCollector
- Move both Disregard For GC and Cluster verification code to separate source files
Change 4020381 by Ben.Marsh
Add link to the new official doc page for UnrealGameSync.
Change 4020665 by Ben.Marsh
UBT: Prevent plugins being precompiled if they don't support the current target platform.
Change 4021829 by Ben.Marsh
Update message about downloading a new version of Visual Studio.
Change 4022063 by Ben.Marsh
UBT: Suppress toolchain output when generating project files.
Change 4023248 by Ben.Marsh
Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().
(Also fix an exception within the exception handler, if GError has not been created yet)
Change 4025759 by Ben.Marsh
Fix universal CRT include paths not being added to compile environment for VS2015.
Change 4026002 by Ben.Marsh
UBT: Check the old registry locations for the Windows SDK installation directory.
Change 4026068 by Ben.Marsh
UBT: Use the correct compiler version in the error message for not having the UCRT.
Change 4026181 by Ben.Marsh
Fix DebugGame editor configurations not enumerating modules correctly.
#jira UE-58153
Change 4026285 by Ben.Marsh
UBT: Add additional logging for enumerating Windows SDKs.
Change 4026708 by Ben.Marsh
UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.
Change 4029404 by Ben.Marsh
Remove incorrect include paths to fix CIS warnings.
Change 4031517 by Steve.Robb
Fix for UHT errors not being clickable in the Message Log.
#jira UE-58173
Change 4031544 by Ben.Marsh
Fix errors building asset catalog for IOS due to modifying shared build environment.
#jira UE-58240
Change 4032227 by Ben.Marsh
BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.
Change 4032262 by Ben.Marsh
BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.
Change 4032288 by Ben.Marsh
Remove UFE from the BuildEditorAndTools script.
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3838569 by Steve.Robb
Algo moved up a folder.
Change 3848581 by Robert.Manuszewski
Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.
#jira UE-49446
Change 3864743 by Steve.Robb
Fix for buffer overrun when copying a context string.
Fix for being unable to link to MallocLeakDetection.
Fix to prefix for FMallocLeakDetection::ContextString.
New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.
#jira UE-54612
Change 3865020 by Graeme.Thornton
TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions
Change 3869550 by Josh.Engebretson
New SymGen and SymUpload tasks (ShooterGame usage example)
Example C# symbolicator (using saved crash and data router formats)
Updates for stack walking and crash runtime xml on Windows/Mac
Change 3905453 by Steve.Robb
USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.
Change 3910012 by Ben.Marsh
UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.
Change 3920044 by Graeme.Thornton
TBA: Text asset loading
* Added a structured archive layer to FLinkerLoad
* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.
Change 3921587 by Steve.Robb
Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
Fixes for various misuses.
#jira UE-55681
Change 3942873 by Ben.Marsh
UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.
Change 3944629 by Graeme.Thornton
Merging back a couple of fixes from Fortnite
- Extra parenthesis around some calculations in the pakprecacher
- Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
- Added documentation for build script crypto options
Change 3945381 by Ben.Marsh
Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.
Change 3968969 by Steve.Robb
Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.
Change 3969417 by Ben.Marsh
Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.
Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".
Change 3972443 by Ben.Marsh
Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.
Change 3977198 by Ben.Marsh
Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.
Change 3979632 by Ben.Marsh
Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.
* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.
Change 3981738 by Ben.Marsh
Move utility classes for filtering files and matching wildcards into DotNETUtilities.
Change 3983888 by Steve.Robb
Warning C4868 disabled, about evaluation order of braced initializer lists.
https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html
Change 3984019 by Steve.Robb
FString::Printf formatting argument checking added.
Vararg support for FText::Format.
All remaining usage fixed.
Change 3985502 by Steve.Robb
Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.
Change 3985999 by Graeme.Thornton
TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
- Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA
Change 3986461 by Ben.Marsh
Fixup lots of platforms not adding response files as a prerequisite.
This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.
Change 3990081 by Ben.Marsh
Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.
Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).
Change 3996714 by Chad.Garyet
UGSRestAPI, conversion of UGS to use it.
#jira none
Change 4008287 by Ben.Marsh
UBT: Change the engine to use the Windows 10 SDK by default.
Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.
The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).
Change 4008516 by Chad.Garyet
- Adding support for both SQLite and MsSql
- API now reads from only MsSql, but writes to both
- Added support for POST to CIS for badges
- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB
#jira none
Change 4010296 by Chad.Garyet
Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
#jira none
Change 4024045 by Ben.Marsh
Set the list of supported target platforms for OnlineSubsystemGameCircle.
#jira UE-57887
Change 4031014 by Ben.Marsh
UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.
[CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
EngineMajorVersion = Version . MajorVersion . ToString ( ) ;
EngineMinorVersion = Version . MinorVersion . ToString ( ) ;
EnginePatchVersion = Version . PatchVersion . ToString ( ) ;
EngineChangelist = Version . Changelist . ToString ( ) ;
2018-11-13 23:40:18 -05:00
EngineBranch = Version . BranchName ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
bHaveReadEngineVersion = true ;
}
return EngineMajorVersion + "." + EngineMinorVersion + "." + EnginePatchVersion ;
}
2015-05-27 09:21:57 -04:00
2015-09-24 12:37:21 -04:00
2021-11-08 12:22:54 -05:00
private string GenerateManifest ( AndroidToolChain ToolChain , string ProjectName , TargetType InTargetType , string EngineDirectory , bool bIsForDistribution , bool bPackageDataInsideApk , string GameBuildFilesPath , bool bHasOBBFiles , bool bDisableVerifyOBBOnStartUp , string UnrealArch , string CookFlavor , bool bUseExternalFilesDir , string Configuration , int SDKLevelInt , bool bIsEmbedded , bool bEnableBundle )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
// Read the engine version
2019-03-12 23:22:42 -04:00
string EngineVersion = ReadEngineVersion ( ) ;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
2021-02-02 17:21:35 -04:00
int StoreVersion = GetStoreVersion ( UnrealArch ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
2021-02-02 17:21:35 -04:00
string Arch = GetNDKArch ( UnrealArch ) ;
2019-05-03 10:01:29 -04:00
int NDKLevelInt = 0 ;
int MinSDKVersion = 0 ;
int TargetSDKVersion = 0 ;
2021-11-18 14:37:34 -05:00
GetMinTargetSDKVersions ( ToolChain , UnrealArch , UPL ! , Arch , bEnableBundle , out MinSDKVersion , out TargetSDKVersion , out NDKLevelInt ) ;
2015-12-10 16:56:55 -05:00
2018-11-13 23:40:18 -05:00
// get project version from ini
ConfigHierarchy GameIni = GetConfigCacheIni ( ConfigHierarchyType . Game ) ;
string ProjectVersion ;
GameIni . GetString ( "/Script/EngineSettings.GeneralProjectSettings" , "ProjectVersion" , out ProjectVersion ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
// ini file to get settings from
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2015-09-24 12:37:21 -04:00
string PackageName = GetPackageName ( ProjectName ) ;
2019-05-14 15:30:43 -04:00
string VersionDisplayName = GetVersionDisplayName ( bIsEmbedded ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
bool bEnableGooglePlaySupport ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bEnableGooglePlaySupport" , out bEnableGooglePlaySupport ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
bool bUseGetAccounts ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bUseGetAccounts" , out bUseGetAccounts ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
string DepthBufferPreference ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "DepthBufferPreference" , out DepthBufferPreference ) ;
2017-06-16 20:17:59 -04:00
float MaxAspectRatioValue ;
if ( ! Ini . TryGetValue ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "MaxAspectRatio" , out MaxAspectRatioValue ) )
{
MaxAspectRatioValue = 2.1f ;
2019-02-27 11:57:17 -05:00
}
2019-03-11 15:12:02 -04:00
string Orientation = ConvertOrientationIniValue ( GetOrientation ( Arch ) ) ;
2015-09-24 12:37:21 -04:00
bool EnableFullScreen ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bFullScreen" , out EnableFullScreen ) ;
2019-01-17 21:54:28 -05:00
bool bUseDisplayCutout ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bUseDisplayCutout" , out bUseDisplayCutout ) ;
2019-07-10 21:32:14 -04:00
bool bRestoreNotificationsOnReboot = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bRestoreNotificationsOnReboot" , out bRestoreNotificationsOnReboot ) ;
2021-11-18 14:37:34 -05:00
List < string > ? ExtraManifestNodeTags ;
2015-05-04 18:34:20 -04:00
Ini . GetArray ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "ExtraManifestNodeTags" , out ExtraManifestNodeTags ) ;
2021-11-18 14:37:34 -05:00
List < string > ? ExtraApplicationNodeTags ;
2015-05-04 18:34:20 -04:00
Ini . GetArray ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "ExtraApplicationNodeTags" , out ExtraApplicationNodeTags ) ;
2021-11-18 14:37:34 -05:00
List < string > ? ExtraActivityNodeTags ;
2015-05-04 18:34:20 -04:00
Ini . GetArray ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "ExtraActivityNodeTags" , out ExtraActivityNodeTags ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
string ExtraActivitySettings ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "ExtraActivitySettings" , out ExtraActivitySettings ) ;
string ExtraApplicationSettings ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "ExtraApplicationSettings" , out ExtraApplicationSettings ) ;
2021-11-18 14:37:34 -05:00
List < string > ? ExtraPermissions ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Ini . GetArray ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "ExtraPermissions" , out ExtraPermissions ) ;
2019-06-10 12:22:13 -04:00
bool bPackageForOculusMobile = IsPackagingForOculusMobile ( Ini ) ;
2015-03-17 09:36:01 -04:00
bool bEnableIAP = false ;
Ini . GetBool ( "OnlineSubsystemGooglePlay.Store" , "bSupportsInAppPurchasing" , out bEnableIAP ) ;
2015-08-28 19:34:42 -04:00
bool bShowLaunchImage = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bShowLaunchImage" , out bShowLaunchImage ) ;
2016-12-08 22:53:00 -05:00
string AndroidGraphicsDebugger ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "AndroidGraphicsDebugger" , out AndroidGraphicsDebugger ) ;
2017-10-24 10:14:07 -04:00
bool bSupportAdMob = true ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bSupportAdMob" , out bSupportAdMob ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
bool bValidateTextureFormats ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bValidateTextureFormats" , out bValidateTextureFormats ) ;
2020-02-12 13:27:19 -05:00
2018-02-22 11:25:06 -05:00
bool bBuildForES31 = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bBuildForES31" , out bBuildForES31 ) ;
2018-11-13 23:40:18 -05:00
bool bSupportsVulkan = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bSupportsVulkan" , out bSupportsVulkan ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
2018-06-26 08:42:47 -04:00
bool bAllowIMU = true ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bAllowIMU" , out bAllowIMU ) ;
if ( IsPackagingForDaydream ( Ini ) & & bAllowIMU )
{
Log . TraceInformation ( "Daydream and IMU both enabled, recommend disabling IMU if not needed." ) ;
}
2021-01-21 16:22:06 -04:00
bool bExtractNativeLibs = true ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bExtractNativeLibs" , out bExtractNativeLibs ) ;
2019-06-21 23:50:54 -04:00
bool bPublicLogFiles = true ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bPublicLogFiles" , out bPublicLogFiles ) ;
if ( ! bUseExternalFilesDir )
{
bPublicLogFiles = false ;
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
string InstallLocation ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "InstallLocation" , out InstallLocation ) ;
2017-05-01 10:56:43 -04:00
switch ( InstallLocation . ToLower ( ) )
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
{
case "preferexternal" :
InstallLocation = "preferExternal" ;
break ;
case "auto" :
InstallLocation = "auto" ;
break ;
default :
InstallLocation = "internalOnly" ;
break ;
}
2017-10-24 10:14:07 -04:00
// only apply density to configChanges if using android-24 or higher and minimum sdk is 17
bool bAddDensity = ( SDKLevelInt > = 24 ) & & ( MinSDKVersion > = 17 ) ;
2019-06-10 12:22:13 -04:00
// disable Oculus Mobile if not supported platform (in this case only armv7 for now)
2021-02-02 17:21:35 -04:00
if ( UnrealArch ! = "-armv7" & & UnrealArch ! = "-arm64" )
2015-06-17 13:52:22 -04:00
{
2019-06-10 12:22:13 -04:00
if ( bPackageForOculusMobile )
2015-08-28 19:34:42 -04:00
{
2021-02-02 17:21:35 -04:00
Log . TraceInformation ( "Disabling Package For Oculus Mobile for unsupported architecture {0}" , UnrealArch ) ;
2019-06-10 12:22:13 -04:00
bPackageForOculusMobile = false ;
2015-08-28 19:34:42 -04:00
}
}
2019-06-10 12:22:13 -04:00
// disable splash screen for Oculus Mobile (for now)
if ( bPackageForOculusMobile )
2015-08-28 19:34:42 -04:00
{
if ( bShowLaunchImage )
{
2019-06-10 12:22:13 -04:00
Log . TraceInformation ( "Disabling Show Launch Image for Oculus Mobile enabled application" ) ;
2015-08-28 19:34:42 -04:00
bShowLaunchImage = false ;
}
2015-06-17 13:52:22 -04:00
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
bool bPackageForDaydream = IsPackagingForDaydream ( Ini ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
// disable splash screen for daydream
if ( bPackageForDaydream )
{
if ( bShowLaunchImage )
{
Log . TraceInformation ( "Disabling Show Launch Image for Daydream enabled application" ) ;
bShowLaunchImage = false ;
}
}
2018-02-22 11:25:06 -05:00
//figure out the app type
string AppType = InTargetType = = TargetType . Game ? "" : InTargetType . ToString ( ) ;
if ( CookFlavor . EndsWith ( "Client" ) )
{
CookFlavor = CookFlavor . Substring ( 0 , CookFlavor . Length - 6 ) ;
}
if ( CookFlavor . EndsWith ( "Server" ) )
{
CookFlavor = CookFlavor . Substring ( 0 , CookFlavor . Length - 6 ) ;
}
2016-09-07 17:04:11 -04:00
//figure out which texture compressions are supported
2020-03-02 11:26:01 -05:00
bool bETC2Enabled , bDXTEnabled , bASTCEnabled ;
bETC2Enabled = bDXTEnabled = bASTCEnabled = false ;
2016-09-07 17:04:11 -04:00
if ( CookFlavor . Length < 1 )
{
2018-02-22 11:25:06 -05:00
//All values supported
2020-03-02 11:26:01 -05:00
bETC2Enabled = bDXTEnabled = bASTCEnabled = true ;
2016-09-07 17:04:11 -04:00
}
else
{
2017-05-01 10:56:43 -04:00
switch ( CookFlavor )
2016-09-07 17:04:11 -04:00
{
case "_Multi" :
//need to check ini to determine which are supported
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bMultiTargetFormat_ETC2" , out bETC2Enabled ) ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bMultiTargetFormat_DXT" , out bDXTEnabled ) ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bMultiTargetFormat_ASTC" , out bASTCEnabled ) ;
break ;
case "_ETC2" :
bETC2Enabled = true ;
break ;
case "_DXT" :
bDXTEnabled = true ;
break ;
case "_ASTC" :
bASTCEnabled = true ;
break ;
default :
Log . TraceWarning ( "Invalid or unknown CookFlavor used in GenerateManifest: {0}" , CookFlavor ) ;
break ;
}
}
2020-03-02 11:26:01 -05:00
bool bSupportingAllTextureFormats = bETC2Enabled & & bDXTEnabled & & bASTCEnabled ;
2016-09-07 17:04:11 -04:00
2016-12-08 22:53:00 -05:00
// If it is only ETC2 we need to skip adding the texture format filtering and instead use ES 3.0 as minimum version (it requires ETC2)
2020-03-02 11:26:01 -05:00
bool bOnlyETC2Enabled = ( bETC2Enabled & & ! ( bDXTEnabled | | bASTCEnabled ) ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
2020-03-02 11:26:01 -05:00
string CookedFlavors = ( bETC2Enabled ? "ETC2," : "" ) +
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
( bDXTEnabled ? "DXT," : "" ) +
( bASTCEnabled ? "ASTC," : "" ) ;
CookedFlavors = ( CookedFlavors = = "" ) ? "" : CookedFlavors . Substring ( 0 , CookedFlavors . Length - 1 ) ;
2016-12-08 22:53:00 -05:00
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
StringBuilder Text = new StringBuilder ( ) ;
2018-06-26 08:42:47 -04:00
Text . AppendLine ( XML_HEADER ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"" ) ;
Text . AppendLine ( string . Format ( " package=\"{0}\"" , PackageName ) ) ;
2015-05-04 18:34:20 -04:00
if ( ExtraManifestNodeTags ! = null )
{
foreach ( string Line in ExtraManifestNodeTags )
{
Text . AppendLine ( " " + Line ) ;
}
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
Text . AppendLine ( string . Format ( " android:installLocation=\"{0}\"" , InstallLocation ) ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( string . Format ( " android:versionCode=\"{0}\"" , StoreVersion ) ) ;
Text . AppendLine ( string . Format ( " android:versionName=\"{0}\">" , VersionDisplayName ) ) ;
2015-09-24 12:37:21 -04:00
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( "" ) ;
2021-09-27 19:54:25 -04:00
if ( TargetSDKVersion > = 30 )
{
Text . AppendLine ( "\t<queries>" ) ;
Text . AppendLine ( "\t\t<intent>" ) ;
Text . AppendLine ( "\t\t\t<action android:name=\"android.intent.action.VIEW\" />" ) ;
Text . AppendLine ( "\t\t\t<category android:name=\"android.intent.category.BROWSABLE\" />" ) ;
Text . AppendLine ( "\t\t\t<data android:scheme=\"http\" />" ) ;
Text . AppendLine ( "\t\t</intent>" ) ;
Text . AppendLine ( "\t\t<intent>" ) ;
Text . AppendLine ( "\t\t\t<action android:name=\"android.intent.action.VIEW\" />" ) ;
Text . AppendLine ( "\t\t\t<category android:name=\"android.intent.category.BROWSABLE\" />" ) ;
Text . AppendLine ( "\t\t\t<data android:scheme=\"https\" />" ) ;
Text . AppendLine ( "\t\t</intent>" ) ;
Text . AppendLine ( "\t</queries>" ) ;
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( "\t<!-- Application Definition -->" ) ;
Text . AppendLine ( "\t<application android:label=\"@string/app_name\"" ) ;
Text . AppendLine ( "\t android:icon=\"@drawable/icon\"" ) ;
2021-01-21 16:22:06 -04:00
2021-10-12 21:21:22 -04:00
bool bForceCompressNativeLibs = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bForceCompressNativeLibs" , out bForceCompressNativeLibs ) ;
2021-05-12 18:10:03 -04:00
AndroidToolChain . ClangSanitizer Sanitizer = ToolChain . BuildWithSanitizer ( ) ;
2021-10-12 21:21:22 -04:00
if ( ( Sanitizer ! = AndroidToolChain . ClangSanitizer . None & & Sanitizer ! = AndroidToolChain . ClangSanitizer . HwAddress ) | | bForceCompressNativeLibs )
2021-01-21 16:22:06 -04:00
{
2021-11-18 14:37:34 -05:00
bExtractNativeLibs = true ;
2021-01-21 16:22:06 -04:00
}
2020-09-24 00:43:27 -04:00
bool bRequestedLegacyExternalStorage = false ;
2015-05-04 18:34:20 -04:00
if ( ExtraApplicationNodeTags ! = null )
{
foreach ( string Line in ExtraApplicationNodeTags )
{
2020-09-24 00:43:27 -04:00
if ( Line . Contains ( "requestLegacyExternalStorage" ) )
{
bRequestedLegacyExternalStorage = true ;
}
2015-05-04 18:34:20 -04:00
Text . AppendLine ( "\t " + Line ) ;
}
}
2017-06-16 20:17:59 -04:00
Text . AppendLine ( "\t android:hardwareAccelerated=\"true\"" ) ;
2021-01-21 16:22:06 -04:00
Text . AppendLine ( string . Format ( "\t android:extractNativeLibs=\"{0}\"" , bExtractNativeLibs ? "true" : "false" ) ) ;
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t android:name=\"com.epicgames.unreal.GameApplication\"" ) ;
2020-09-24 00:43:27 -04:00
if ( ! bIsForDistribution & & SDKLevelInt > = 29 & & ! bRequestedLegacyExternalStorage )
{
// work around scoped storage for non-distribution for SDK 29; add to ExtraApplicationNodeTags if you need it for distribution
Text . AppendLine ( "\t android:requestLegacyExternalStorage=\"true\"" ) ;
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( "\t android:hasCode=\"true\">" ) ;
2015-08-28 19:34:42 -04:00
if ( bShowLaunchImage )
2015-01-30 16:10:14 -05:00
{
// normal application settings
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t<activity android:name=\"com.epicgames.unreal.SplashActivity\"" ) ;
2015-08-28 19:34:42 -04:00
Text . AppendLine ( "\t\t android:label=\"@string/app_name\"" ) ;
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t android:theme=\"@style/UnrealSplashTheme\"" ) ;
2015-08-28 19:34:42 -04:00
Text . AppendLine ( "\t\t android:launchMode=\"singleTask\"" ) ;
2021-08-09 16:42:47 -04:00
if ( SDKLevelInt > = 24 )
{
Text . AppendLine ( "\t\t android:resizeableActivity=\"false\"" ) ;
}
2019-03-11 15:12:02 -04:00
Text . AppendLine ( string . Format ( "\t\t android:screenOrientation=\"{0}\"" , Orientation ) ) ;
2015-08-28 19:34:42 -04:00
Text . AppendLine ( string . Format ( "\t\t android:debuggable=\"{0}\">" , bIsForDistribution ? "false" : "true" ) ) ;
Text . AppendLine ( "\t\t\t<intent-filter>" ) ;
Text . AppendLine ( "\t\t\t\t<action android:name=\"android.intent.action.MAIN\" />" ) ;
2015-12-10 16:56:55 -05:00
Text . AppendLine ( string . Format ( "\t\t\t\t<category android:name=\"android.intent.category.LAUNCHER\" />" ) ) ;
2015-08-28 19:34:42 -04:00
Text . AppendLine ( "\t\t\t</intent-filter>" ) ;
Text . AppendLine ( "\t\t</activity>" ) ;
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t<activity android:name=\"com.epicgames.unreal.GameActivity\"" ) ;
2015-08-28 19:34:42 -04:00
Text . AppendLine ( "\t\t android:label=\"@string/app_name\"" ) ;
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t android:theme=\"@style/UnrealSplashTheme\"" ) ;
2019-04-18 21:44:00 -04:00
Text . AppendLine ( bAddDensity ? "\t\t android:configChanges=\"mcc|mnc|uiMode|density|screenSize|smallestScreenSize|screenLayout|orientation|keyboardHidden|keyboard\""
: "\t\t android:configChanges=\"mcc|mnc|uiMode|screenSize|smallestScreenSize|screenLayout|orientation|keyboardHidden|keyboard\"" ) ;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
}
2015-08-28 19:34:42 -04:00
else
{
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t<activity android:name=\"com.epicgames.unreal.GameActivity\"" ) ;
2015-08-28 19:34:42 -04:00
Text . AppendLine ( "\t\t android:label=\"@string/app_name\"" ) ;
Text . AppendLine ( "\t\t android:theme=\"@android:style/Theme.Black.NoTitleBar.Fullscreen\"" ) ;
2019-04-18 21:44:00 -04:00
Text . AppendLine ( bAddDensity ? "\t\t android:configChanges=\"mcc|mnc|uiMode|density|screenSize|smallestScreenSize|screenLayout|orientation|keyboardHidden|keyboard\""
: "\t\t android:configChanges=\"mcc|mnc|uiMode|screenSize|smallestScreenSize|screenLayout|orientation|keyboardHidden|keyboard\"" ) ;
}
if ( SDKLevelInt > = 24 )
{
Text . AppendLine ( "\t\t android:resizeableActivity=\"false\"" ) ;
2015-08-28 19:34:42 -04:00
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( "\t\t android:launchMode=\"singleTask\"" ) ;
2019-03-11 15:12:02 -04:00
Text . AppendLine ( string . Format ( "\t\t android:screenOrientation=\"{0}\"" , Orientation ) ) ;
2015-05-04 18:34:20 -04:00
if ( ExtraActivityNodeTags ! = null )
{
foreach ( string Line in ExtraActivityNodeTags )
{
Text . AppendLine ( "\t\t " + Line ) ;
}
}
2015-01-30 16:10:14 -05:00
Text . AppendLine ( string . Format ( "\t\t android:debuggable=\"{0}\">" , bIsForDistribution ? "false" : "true" ) ) ;
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t\t<meta-data android:name=\"android.app.lib_name\" android:value=\"Unreal\"/>" ) ;
2015-08-28 19:34:42 -04:00
if ( ! bShowLaunchImage )
{
Text . AppendLine ( "\t\t\t<intent-filter>" ) ;
Text . AppendLine ( "\t\t\t\t<action android:name=\"android.intent.action.MAIN\" />" ) ;
2015-12-10 16:56:55 -05:00
Text . AppendLine ( string . Format ( "\t\t\t\t<category android:name=\"android.intent.category.LAUNCHER\" />" ) ) ;
2015-08-28 19:34:42 -04:00
Text . AppendLine ( "\t\t\t</intent-filter>" ) ;
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
if ( ! string . IsNullOrEmpty ( ExtraActivitySettings ) )
{
ExtraActivitySettings = ExtraActivitySettings . Replace ( "\\n" , "\n" ) ;
foreach ( string Line in ExtraActivitySettings . Split ( "\r\n" . ToCharArray ( ) ) )
{
Text . AppendLine ( "\t\t\t" + Line ) ;
}
}
2015-04-21 19:17:00 -04:00
string ActivityAdditionsFile = Path . Combine ( GameBuildFilesPath , "ManifestActivityAdditions.txt" ) ;
if ( File . Exists ( ActivityAdditionsFile ) )
{
foreach ( string Line in File . ReadAllLines ( ActivityAdditionsFile ) )
{
Text . AppendLine ( "\t\t\t" + Line ) ;
}
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( "\t\t</activity>" ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
// For OBB download support
2015-08-28 19:34:42 -04:00
if ( bShowLaunchImage )
{
Text . AppendLine ( "\t\t<activity android:name=\".DownloaderActivity\"" ) ;
2019-03-11 15:12:02 -04:00
Text . AppendLine ( string . Format ( "\t\t android:screenOrientation=\"{0}\"" , Orientation ) ) ;
2018-11-13 23:40:18 -05:00
Text . AppendLine ( bAddDensity ? "\t\t android:configChanges=\"mcc|mnc|uiMode|density|screenSize|orientation|keyboardHidden|keyboard\""
: "\t\t android:configChanges=\"mcc|mnc|uiMode|screenSize|orientation|keyboardHidden|keyboard\"" ) ;
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t android:theme=\"@style/UnrealSplashTheme\" />" ) ;
2015-08-28 19:34:42 -04:00
}
else
{
Text . AppendLine ( "\t\t<activity android:name=\".DownloaderActivity\" />" ) ;
}
2015-04-22 11:14:29 -04:00
2019-05-03 10:01:29 -04:00
// Figure out the required startup permissions if targetting devices supporting runtime permissions
String StartupPermissions = "" ;
if ( TargetSDKVersion > = 23 )
{
if ( Configuration ! = "Shipping" | | ! bUseExternalFilesDir )
{
StartupPermissions = StartupPermissions + ( StartupPermissions . Length > 0 ? "," : "" ) + "android.permission.WRITE_EXTERNAL_STORAGE" ;
}
if ( bEnableGooglePlaySupport & & bUseGetAccounts )
{
StartupPermissions = StartupPermissions + ( StartupPermissions . Length > 0 ? "," : "" ) + "android.permission.GET_ACCOUNTS" ;
}
}
2021-02-02 17:21:35 -04:00
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.EngineVersion\" android:value=\"{0}\"/>" , EngineVersion ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.EngineBranch\" android:value=\"{0}\"/>" , EngineBranch ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.ProjectVersion\" android:value=\"{0}\"/>" , ProjectVersion ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.DepthBufferPreference\" android:value=\"{0}\"/>" , ConvertDepthBufferIniValue ( DepthBufferPreference ) ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bPackageDataInsideApk\" android:value=\"{0}\"/>" , bPackageDataInsideApk ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bVerifyOBBOnStartUp\" android:value=\"{0}\"/>" , ( bIsForDistribution & & ! bDisableVerifyOBBOnStartUp ) ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bShouldHideUI\" android:value=\"{0}\"/>" , EnableFullScreen ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.ProjectName\" android:value=\"{0}\"/>" , ProjectName ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.AppType\" android:value=\"{0}\"/>" , AppType ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bHasOBBFiles\" android:value=\"{0}\"/>" , bHasOBBFiles ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.BuildConfiguration\" android:value=\"{0}\"/>" , Configuration ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.CookedFlavors\" android:value=\"{0}\"/>" , CookedFlavors ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bValidateTextureFormats\" android:value=\"{0}\"/>" , bValidateTextureFormats ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bUseExternalFilesDir\" android:value=\"{0}\"/>" , bUseExternalFilesDir ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bPublicLogFiles\" android:value=\"{0}\"/>" , bPublicLogFiles ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bUseDisplayCutout\" android:value=\"{0}\"/>" , bUseDisplayCutout ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bAllowIMU\" android:value=\"{0}\"/>" , bAllowIMU ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bSupportsVulkan\" android:value=\"{0}\"/>" , bSupportsVulkan ? "true" : "false" ) ) ;
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.StartupPermissions\" android:value=\"{0}\"/>" , StartupPermissions ) ) ;
2017-05-01 10:56:43 -04:00
if ( bPackageForDaydream )
{
2021-02-02 17:21:35 -04:00
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"com.epicgames.unreal.GameActivity.bDaydream\" android:value=\"true\"/>" ) ) ;
2017-05-01 10:56:43 -04:00
}
2015-09-24 12:37:21 -04:00
Text . AppendLine ( "\t\t<meta-data android:name=\"com.google.android.gms.games.APP_ID\"" ) ;
2015-01-26 11:03:40 -05:00
Text . AppendLine ( "\t\t android:value=\"@string/app_id\" />" ) ;
Text . AppendLine ( "\t\t<meta-data android:name=\"com.google.android.gms.version\"" ) ;
Text . AppendLine ( "\t\t android:value=\"@integer/google_play_services_version\" />" ) ;
2017-10-24 10:14:07 -04:00
if ( bSupportAdMob )
{
2021-10-25 20:05:28 -04:00
Text . AppendLine ( "\t\t<activity android:name=\"com.google.android.gms.ads.AdActivity\"" ) ;
Text . AppendLine ( "\t\t android:configChanges=\"keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize\"/>" ) ;
2017-10-24 10:14:07 -04:00
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
if ( ! string . IsNullOrEmpty ( ExtraApplicationSettings ) )
{
ExtraApplicationSettings = ExtraApplicationSettings . Replace ( "\\n" , "\n" ) ;
foreach ( string Line in ExtraApplicationSettings . Split ( "\r\n" . ToCharArray ( ) ) )
{
Text . AppendLine ( "\t\t" + Line ) ;
}
}
2015-04-21 19:17:00 -04:00
string ApplicationAdditionsFile = Path . Combine ( GameBuildFilesPath , "ManifestApplicationAdditions.txt" ) ;
if ( File . Exists ( ApplicationAdditionsFile ) )
{
foreach ( string Line in File . ReadAllLines ( ApplicationAdditionsFile ) )
{
Text . AppendLine ( "\t\t" + Line ) ;
}
}
2015-04-22 11:14:29 -04:00
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948319 on 2016/04/19 by Nick.Shin
update zlib to v1.2.8
part 1 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2948661 on 2016/04/19 by Nick.Shin
keep using old zlibs until they are recompiled with the newer version
Change 2948737 on 2016/04/19 by Nick.Shin
build warning fix
Change 2949334 on 2016/04/20 by Nick.Shin
fix library path
for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...
Change 2951556 on 2016/04/21 by Nick.Shin
static libs double checked
#jira UE-29674 - Editor fails to open in Dev-Platform
Change 2951559 on 2016/04/21 by Nick.Shin
static libs double checked
forgot these files - they were in another changelist
#jira UE-29674 - Editor fails to open in Dev-Platform
Change 2952411 on 2016/04/22 by Nick.Shin
add win32 build targets for zlib openssl libcurl libwebsockets
part 1 of 2: these are the C# build scripts
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3118163 on 2016/09/08 by Josh.Adams
perm test 2, not a useful file at all
Change 3121142 on 2016/09/12 by Daniel.Lamb
Attempt to fix deterministic cooking issue for particlelodlevel.
Ensure the spawn module has had postload called on it before using.
#test Paragon cook
Change 3121150 on 2016/09/12 by Daniel.Lamb
Added warning logs to help track down issue UE-33453.
Change 3121201 on 2016/09/12 by Keith.Judge
Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.
Change 3121302 on 2016/09/12 by Joe.Graf
Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors
Change 3121379 on 2016/09/12 by Dmitry.Rekman
Linux: only link libraries that export needed symbols (UE-35720).
- Fixes very long startup times of modular builds.
- Includes PR #2778 by slonopotamus.
#jira UE-35720
Change 3121383 on 2016/09/12 by Dmitry.Rekman
Linux: added some missing _API declarations on symbols used externally.
- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).
Change 3121456 on 2016/09/12 by Daniel.Lamb
Attempt to fix deterministic cooking issue for particlelodlevel.
Ensure the spawn module has had postload called on it before using.
#test Paragon cook
Change 3122939 on 2016/09/13 by Luke.Thatcher
[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
- Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.
Change 3123040 on 2016/09/13 by Brent.Pease
+ Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.
Change 3123664 on 2016/09/13 by Nick.Shin
this was originally checked into: release 4.13.1
bringing here to dev-platform
-- original submit comments --
first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"
next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop
jira UE-35363 - Huge game window when launching onto Safari 9.1.2
Change 3125282 on 2016/09/14 by Michael.Trepka
Fixed iOS and tvOS code indexing in Xcode project
Change 3126812 on 2016/09/15 by Josh.Adams
Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
- Added Parse function to JsonObject.cs to be able to parse a string
- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
- Renamed a UT copy of a global function to not linker-conflict
- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.
Change 3126842 on 2016/09/15 by Michael.Trepka
Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.
Change 3126956 on 2016/09/15 by Michael.Trepka
Added support for compiling Vulkan shaders for Android on Mac
Change 3127206 on 2016/09/15 by Michael.Trepka
PR #2604: Remove some warnings. (Contributed by reapazor)
Change 3127324 on 2016/09/15 by Michael.Trepka
Allow third party dylibs on Mac to be loaded from plugin subfolders
Change 3127924 on 2016/09/16 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3128369 on 2016/09/16 by Nick.Shin
zlib 1.2.8
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128377 on 2016/09/16 by Nick.Shin
openssl 1_0_2h
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128383 on 2016/09/16 by Nick.Shin
libcurl 7_48_0
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128384 on 2016/09/16 by Nick.Shin
libwebsockets 1.7.4
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128464 on 2016/09/16 by Nick.Shin
webRTC rev.12643
NOTE: VS2015
- only Win64 is available
- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment
NOTE: VS2013
- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways
FUTURE NOTE:
- will continue to try to get VS2015 Win32 functional
- and am working on trying to get VS2013 tested
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128500 on 2016/09/16 by Nick.Shin
zlib 1.2.8 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128504 on 2016/09/16 by Nick.Shin
openssl 1_0_2h - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128506 on 2016/09/16 by Nick.Shin
libcurl 7_48_0 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128508 on 2016/09/16 by Nick.Shin
libwebsockets 1.7.4 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128513 on 2016/09/16 by Nick.Shin
webRTC rev.12643 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128602 on 2016/09/16 by Nick.Shin
webRTC rev.9862 - Win64 VS2013
NOTE:
- not tested (i'm working on getting a VS2013 pro license)
- checking in for testing purposes
WARNING:
- VS2013 is no longer supported by webRTC latest
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128605 on 2016/09/16 by Nick.Shin
re-enabling updated ThirdParySoftware libs:
- zlib (v.1.2.8)
- openssl (1.0.2h)
- libcurl (7_48_0)
- libwebsocket (v.1.7.4)
- webRTC (rev.12643)
to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...
Change 3128651 on 2016/09/16 by Nick.Shin
fix Win32 build error from CL: #3128605
Change 3128704 on 2016/09/16 by Nick.Shin
fix Win32 build error from CL: #3128605 - this time actually compiling it...
Change 3128825 on 2016/09/16 by Dmitry.Rekman
Linux: proper fix for too slow startup times (UE-35967).
- Pull request #2793 by slonopotamus.
- Now without stripping dependencies on libraries specified before.
- Contains a work around for ld bug <2.25.
Change 3128972 on 2016/09/16 by Nick.Shin
fix to local build error.
Change 3129283 on 2016/09/16 by Brent.Pease
+ Add Android local notification support based on existing system used for iOS
+ Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release
Change 3129494 on 2016/09/17 by Nick.Shin
fix CIS build errors
Change 3129503 on 2016/09/17 by Dmitry.Rekman
Fix Linux build (case sensitivity issue).
Change 3129514 on 2016/09/17 by Nick.Shin
fix CIS build errors for consoles - missing zlib include path
special thanks to Dmitry.Rekman for pointing me in the right direction
Change 3129647 on 2016/09/17 by Dmitry.Rekman
Linux: fix non-unity build.
Change 3131043 on 2016/09/19 by Nick.Shin
archiving build instructions/steps when building:
- zlib (v.1.2.8)
win: #3128369
osx: #3128500
- openssl (1.0.2h)
win: #3128377
osx: #3128504
- libcurl (7_48_0)
win: #3128383
osx: #3128506
- libwebsocket (v.1.7.4)
win: #3128384
osx: #3128508
- webRTC
win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
osx: #3128513
Change 3132801 on 2016/09/20 by Dmitry.Rekman
Linux: support specifying default OpenGL version via configs (UE-34777).
- The first targeted RHI is going to be used.
Change 3132905 on 2016/09/20 by Josh.Adams
- Fixed up some paths with the WolfPlat rename
Change 3133148 on 2016/09/20 by Josh.Adams
- Only show UT EULA if PLATFORM_DESKTOP
Change 3133152 on 2016/09/20 by Josh.Adams
- Beginning support for applets. Disabled unless you have a special SDK with applet support.
Change 3133169 on 2016/09/20 by Josh.Adams
- Fixed issue with Wolf access but no SDK installed
Change 3133344 on 2016/09/20 by Daniel.Lamb
Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
Added new flag to limit number of concurrent shader compiles.
#test Cook QAGame, Cook Paragon
Change 3133345 on 2016/09/20 by Daniel.Lamb
FRedirectCollector collects string asset references all the time when running the editor.
#test Cook paragon cook QAGame.
Change 3133852 on 2016/09/21 by Luke.Thatcher
[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.
Change 3133875 on 2016/09/21 by Luke.Thatcher
[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)
Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick
Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.
Change 3134544 on 2016/09/21 by Josh.Adams
- Reduced UT textures for Wolf
Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick
FPS4Time::SystemTime now calculates the local machine time, instead of UTC.
#jira UE-35170
Change 3135036 on 2016/09/21 by Michael.Trepka
Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process
Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick
GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32
Change 3135292 on 2016/09/21 by Jeff.Campeau
Change include order to favor the XDK edition specific headers where available.
Change 3136414 on 2016/09/22 by Josh.Adams
- Fixed a checkf() that had the case reversed
#jira ue-36311
Change 3137082 on 2016/09/22 by Dmitry.Rekman
Added support for Linux installed builds to 4.14
Change 3137220 on 2016/09/22 by Dmitry.Rekman
Linux: do not rebuild hlslcc on each setup.
- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.
Change 3137227 on 2016/09/22 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3137259 on 2016/09/22 by Dmitry.Rekman
Linux installed build: fix CIS (missed one .csproj)
Change 3137290 on 2016/09/22 by Dmitry.Rekman
Linux installed builds: fix for the resulting directory.
Change 3137291 on 2016/09/22 by Chris.Babcock
Restore texture filtering mode properly when movie played on Android
#jira UE-36342
#ue4
#android
Change 3137376 on 2016/09/22 by Dmitry.Rekman
Linux: re-enabled crash handler stack smash protection.
- Race condition in FRunnableThreadPThread has been previously fixed.
Change 3138498 on 2016/09/23 by Dmitry.Rekman
Linux: add missed package for installed builds.
- mono-devel package for resgen2.
Change 3138523 on 2016/09/23 by Dmitry.Rekman
Linux: Update hlslcc now that we're not rebuilding it each time.
Change 3138658 on 2016/09/23 by Josh.Adams
- Moved UT's Social Plugin into NotForLicensees
Change 3139042 on 2016/09/23 by Dmitry.Rekman
Linux: more robust check of installed packages.
- Also added mono-devel to the list of packages installed on 14.04.
Change 3139674 on 2016/09/26 by Dmitry.Rekman
Fix crash when editing widget blueprints (UE-35185).
- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).
Change 3140203 on 2016/09/26 by Josh.Adams
- Wolf Fix for SHIPPING
Change 3140206 on 2016/09/26 by Josh.Adams
- NEX work, still in progress
Change 3140276 on 2016/09/26 by Josh.Adams
- Fixed Wolf compile error
Change 3140485 on 2016/09/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3140570 on 2016/09/26 by Dmitry.Rekman
SDL2: Delete obsolete files.
- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.
Change 3140577 on 2016/09/26 by Dmitry.Rekman
Fix CudaTest monolithic build.
- Not the best fix, the better fix is to build against bundled libc++.
Change 3141184 on 2016/09/27 by Keith.Judge
Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.
#jira UE-35973
Change 3141623 on 2016/09/27 by Chris.Babcock
Support hiding virtual keyboard on Android
#jira UE-34201
#ue4
#android
Change 3141887 on 2016/09/27 by Joe.Graf
Added support for additional plugin directories that are specified by the .uproject file
New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins
Change 3141916 on 2016/09/27 by Josh.Adams
- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)
Change 3141926 on 2016/09/27 by Josh.Adams
- Support for skipping Wolf user selector (-nologinui)
Change 3141938 on 2016/09/27 by Chris.Babcock
Allow Android media player to seek past 999ms (contributed by rcywongaa)
#jira UE-36453
#PR #2797
#ue4
#android
Change 3142207 on 2016/09/27 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3142219 on 2016/09/27 by Josh.Adams
- Wolf PhysX 3.4 libs and includes
Change 3142220 on 2016/09/27 by Josh.Adams
- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)
Change 3142314 on 2016/09/27 by Chase.McAllister
#jira UE-35011 fixes to some assets to remove redundancies/output log spam
Change 3142510 on 2016/09/27 by Daniel.Lamb
Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
#jira UE-35942
Change 3142650 on 2016/09/27 by Chris.Babcock
Android support for Linux by yaakuro
- requires CodeWorks for Android Linux installed and OpenJDK 1.8
- need to set Android SDK paths manually in Project Settings
#jira UE-32752
#jira UE-32753
#PR #2564
#PR #2565
#ue4
#android
#linux
Change 3142802 on 2016/09/27 by Dmitry.Rekman
Upgrade to SDL 2.0.5-ish (still technically 2.0.4).
- Upstream revision 10374:dccf51aee79b.
- Merged all our changes hopefully.
Change 3143075 on 2016/09/28 by Luke.Thatcher
[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
#jira UE-33077
Change 3143219 on 2016/09/28 by Daniel.Lamb
Added new is compiling function which tells you if it's really compiling instead of lying.
If def out additional logging for debugging shader compilation issue for 4.14 release.
Change 3143428 on 2016/09/28 by Luke.Thatcher
[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061
Change 3143488 on 2016/09/28 by Daniel.Lamb
Changed defaults for skip cooking editor content to true.
Change 3143526 on 2016/09/28 by Daniel.Lamb
Increased the concurrent shader compile limit while in the cooker.
#test Cook paragon
Change 3143874 on 2016/09/28 by Chris.Babcock
Read Android environment variables from .bashrc on Linux
#jira UE-36565
#ue4
#android
#linux
Change 3143911 on 2016/09/28 by Dmitry.Rekman
Fix SDL EGL API binding (UE-18979).
- Contains PR #1398 by x414e54.
- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.
Change 3143929 on 2016/09/28 by Daniel.Lamb
Removed some more temporary logging.
#test Cook paragon
Change 3143959 on 2016/09/28 by Jeff.Campeau
Media Player for Xbox One
Change 3143997 on 2016/09/28 by Dmitry.Rekman
Linux: faster linking in Debug.
- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.
Change 3144004 on 2016/09/28 by Dmitry.Rekman
Linux: make SCW dump core on crash in debug builds.
- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).
Change 3144007 on 2016/09/28 by Dmitry.Rekman
Linux: Allow equals character in command line parameter value (UE-26406).
- PR #2019 by bozzaro.
- Allows passing parameters like -Switch=Key=Value.
Change 3144042 on 2016/09/28 by Jeff.Campeau
Add tag for DX12 support being experimental in target settings.
#jira UE-36150
Change 3144068 on 2016/09/28 by Dmitry.Rekman
Linux: enable using xgConsole in UAT (UE-28096).
- PR #2144 by bozzaro.
- Picks correct xgConsole binary.
- Allegedly fixes crash in CombineXGEItemFile on mono.
Change 3144120 on 2016/09/28 by Michael.Trepka
Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...
Change 3144172 on 2016/09/28 by Chris.Babcock
Add libpng 1.5.27 for Android
#jira UE-36573
#ue4
#android
Change 3144318 on 2016/09/28 by Chris.Babcock
Correct logic for checking .bashrc on Linux
#ue4
#android
Change 3144331 on 2016/09/28 by Dmitry.Rekman
Linux: repair ARM server builds.
- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).
Change 3144354 on 2016/09/28 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
this is intermediate, not fully working
Change 3144368 on 2016/09/28 by Josh.Adams
- Moved the new Social files into NFL
Change 3144395 on 2016/09/28 by Chris.Babcock
Add missing functions for AndroidWebBrowserWindow
#ue4
#android
Change 3144417 on 2016/09/28 by Josh.Adams
- Probable fix for FWebBrowserWindow missing virtuals
Change 3144438 on 2016/09/28 by Jeff.Campeau
XDK updated to 160802
Change 3144569 on 2016/09/29 by Dmitry.Rekman
Linux: allow a selectable clock source (UE-36564).
- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.
#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).
Change 3145108 on 2016/09/29 by Joe.Graf
Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)
Change 3145245 on 2016/09/29 by Joe.Graf
#wolf
Checking in removal of plugin use on Win64 per Josh's request
Change 3145514 on 2016/09/29 by Will.Fissler
Updated Mac Info.plist files to disable high DPI on macOS 10.12
Change 3145538 on 2016/09/29 by Josh.Adams
- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.
Change 3145540 on 2016/09/29 by Josh.Adams
- Fix for checking some Wolf dev tool installation existence
- Fix for various Wolf build issues
- Fix for Wolf devices not showing up in Launch on
Change 3145542 on 2016/09/29 by Josh.Adams
- Pulled over Wolf changes from Wolf branch into Dev-Platform
Change 3145572 on 2016/09/29 by Josh.Adams
- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
#jira UE-36591
Change 3145769 on 2016/09/29 by Chris.Babcock
Remove duplicate platforms from deploy list in UFE
#jira UE-36636
#ue4
Change 3146061 on 2016/09/29 by Chris.Babcock
Linux: be less spammy in log when launching external procs
#jira UE-36638
#ue4
#linux
Change 3146208 on 2016/09/29 by Dmitry.Rekman
Linux: fix PhysX crash (UE-36613).
- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.
#jira UE-36613
Change 3146476 on 2016/09/30 by Josh.Adams
- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose
Change 3146554 on 2016/09/30 by Josh.Adams
- Removed another wolf secret log
Change 3146626 on 2016/09/30 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3146712 on 2016/09/30 by Josh.Adams
- Fixed case for building Android on Linux
#jira #UE-36652
Change 3146844 on 2016/09/30 by Josh.Adams
- Removed ES2 shader compiling from TVOS, and force Metal compiling
#jira UE-36306
Change 3146865 on 2016/09/30 by Daniel.Lamb
Removed temp logging for materials
#test Launch on paragon
Change 3146874 on 2016/09/30 by Dmitry.Rekman
Linux: add rpath for libTextureConverter.so (UE-36620).
Change 3147030 on 2016/09/30 by Josh.Adams
- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
#jira UE-36623
Change 3147151 on 2016/09/30 by Josh.Adams
- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?
Change 3147621 on 2016/09/30 by Michael.Trepka
Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac
Change 3147712 on 2016/09/30 by Josh.Adams
- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
#jira UE-36225
Change 3147725 on 2016/09/30 by Josh.Adams
- Fixed yet another Wolf log for people with Wolf access but no SDK
[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
// Required for OBB download support
Text . AppendLine ( "\t\t<service android:name=\"OBBDownloaderService\" />" ) ;
Text . AppendLine ( "\t\t<receiver android:name=\"AlarmReceiver\" />" ) ;
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t<receiver android:name=\"com.epicgames.unreal.LocalNotificationReceiver\" />" ) ;
2015-04-22 11:14:29 -04:00
2019-07-10 21:32:14 -04:00
if ( bRestoreNotificationsOnReboot )
{
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t<receiver android:name=\"com.epicgames.unreal.BootCompleteReceiver\" android:exported=\"true\">" ) ;
2019-07-10 21:32:14 -04:00
Text . AppendLine ( "\t\t\t<intent-filter>" ) ;
Text . AppendLine ( "\t\t\t\t<action android:name=\"android.intent.action.BOOT_COMPLETED\" />" ) ;
Text . AppendLine ( "\t\t\t\t<action android:name=\"android.intent.action.QUICKBOOT_POWERON\" />" ) ;
Text . AppendLine ( "\t\t\t\t<action android:name=\"com.htc.intent.action.QUICKBOOT_POWERON\" />" ) ;
Text . AppendLine ( "\t\t\t</intent-filter>" ) ;
Text . AppendLine ( "\t\t</receiver>" ) ;
}
2019-07-05 14:35:32 -04:00
2021-02-02 17:21:35 -04:00
Text . AppendLine ( "\t\t<receiver android:name=\"com.epicgames.unreal.MulticastBroadcastReceiver\" android:exported=\"true\">" ) ;
Copying WEX-Staging @ (WEX/Main @ 3740665) to //UE4/Main
#lockdown Nick.Penwarden
#rb none
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main/Engine @ 3740665)
#lockdown Nick.Penwarden
Change 3739326 by Ben.Zeigler
Change iteration order of depends nodes so it lists hard management references before soft management references, this is better for the UI when lots of references exist
Update text for loading custom asset registry bin to be clearer
Change 3739000 by John.Opila
Caching optimization for text widget desired size.
Change 3713551 by David.Nikdel
Allow Set Properties to recognize Json array values as importable.
Change 3712485 by Josh.May
Added Pete's fix for the PLATFORM_TVOS/PLATFORM_IOS #define conflict introduced by mach-o/loader.h
Change 3700174 by Chris.Babcock
Fix setFilters crash on some Android devices
Change 3691531 by Josh.May
Fixed an intermittent crash that occurred when opening the AssetAuditBrower. AssetManagerEditorModule's CurrentRegistrySource was getting set too early, becoming invalid in the event that RegistrySourceMap is resized.
Change 3688409 by Gil.Gribb
Critical fix for an extremely rare race condition on async IO.
Change 3687529 by josh.may
Force layout recalculations for single-pass layout SScaleBoxes when their final scale is zero. This tends to occur in calls to SearchForWidgetRecursively before a SScaleBox's AllottedGeometry has been calculated.
Change 3684788 by Peter.Sauerbrei
fix for archive generation on the build machines
Change 3684320 by john.opila
Workaround for widgets disappering. Ensuring scale is never 0 so we don't get divide by zero.
Change 3684042 by Peter.Sauerbrei
more logging to figure out why there is not data in the Applicaiton diretory of the archive
Change 3678620 by Ben.Zeigler
Minor text changes to size map
Change 3678314 by Ben.Zeigler
Add Make Collection With References and Audit References to Size Map to easily allow inspecting the specific set of filtered packages in other tools
Change 3677875 by Ben.Zeigler
Fix crash in size map from keeping reference to node after map was resized, and undo the Name->DisplayName rename as it could affect licensees
Change 3676899 by Peter.Sauerbrei
narrowed down to the plist data, trying to figure out if it is missing or not
Change 3676570 by Peter.Sauerbrei
more logging to track down the archive error
Change 3676293 by Peter.Sauerbrei
fix for compile failure on IOS
Change 3676172 by Peter.Sauerbrei
potential fix for missing icons in the ipa when run through the build machines
Change 3673544 by Ben.Zeigler
Sort AllChunksInfo alphabetically so the order is consistent accross build and platforms to facillitate diffing
Change 3671597 by Peter.Sauerbrei
Merging
//UE4/Dev-Mobile/Engine/...
to //WEX/Main/Engine/...
Change 3670932 by Ben.Zeigler
Change it so cooking with the AssetManager writes out AllChunksInfo.csv next to the DevelopmentAssetRegistry, but not the per-chunk csv files as those are not useful. Also made the size counts platform accurate
Change 3670906 by Peter.Sauerbrei
update WEX for building with Xcode 9
Change 3660026 by Josh.May
Moved SWebBrowserView's parent window "searches" to OnPaint. There's definitely something wrong with FindWidgetWindow... Even after deferring SWebBrowserView's calls to FindWidgetWindow until first Tick, the same widget layout artifacts could occur after opening multiple SWebBrowserViews. And, as Nick pointed out in the related email thread, this approach is also more efficient.
Change 3655411 by Josh.May
Ensure SWebBrowserView's parent window searches are deferred until after Construct. We haven't puzzled through it yet, but calling FindWidgetWindow during Construct seems to corrupt some Slate state. Deferring this search until later gets around the issue and makes sense anyway, given the widget isn't added to the hierarchy until after Construct.
Change 3655407 by John.Opila
Sneaking in some stats for SpawnActor.
Change 3654649 by Ben.Zeigler
Refactor SizeMap and ReferenceViewer into the AssetManagerEditor plugin, and delete the old modules.
Fix SizeMap crash that I temporarily added. TreeMap is initialized weirdly
Change 3648912 by Ben.Zeigler
First half of changes to refactor sizemap/reference viewer into the asset manager editor plugin
Add GetAllContentBrowserCommandExtenders to ContentBrowserModule that allows registering commands/keybinds to extend the content browser via plugins
Add GetSharedMenu/ToolbarExtensibilityManager to AssetEditorToolkit that allows extending the generic asset editor via plugin
Move the code to spawn the Reference Viewer and SizeMap into the AssetManagerEditor plugin so these UIs can be tightly bound and share data. This also enables keybinds for Size Map and Audit.
Remove size map from the save as dialog, it created a special modal size map window that will not work after my refactor
Change 3639419 by Ben.Marsh
Use DirectoryInfo instead of DirectoryReference to enumerate projects. Tracking down UHT compile failures on Mac.
Change 3638619 by David.Nikdel
AsyncLoading: Suggested change by Gil to add lock prior to changing LoadPhase to WaitingForHeader (presumably to make FArchiveAsync2::StartReadingHeader's assumption about locking true)
Change 3633562 by Chris.Babcock
Update Android virtual keyboard support
Change 3630564 by Peter.Sauerbrei
fix for the manifest stage problem
Change 3629577 by Chris.Babcock
Fix merge errors in GameActivity.java
Change 3629154 by David.Nikdel
Disable debug device output in shipping builds (even if logs are enabled)
Change 3626542 by John.Opila
Back out changelist 3603452
Undoing the OpenGL load changes as the initial load time was just too damn high!
Change 3620472 by David.Nikdel
Fix from Nick to fix a BP that crashes on Compile
Change 3618090 by Josh.May
Reset inertial scrolling for SScrollboxes and STableView-based Slate widgets when scrolling to specific scroll offsets.
Change 3613980 by Chris.Babcock
Fix issue with Android password keyboard input
Change 3603825 by John.Opila
Shader change doesn't seem to like standalone PC.
Change 3603452 by John.Opila
Moving openGL shader compilation into loading instead of at the last minute.
Change 3593008 by David.Nikdel
Merging CL 3504471
from //Fortnite/Dev-Cinematics/Engine/...
to //WEX/Main/Engine/...
----------------------------------------
Sequencer: Delay mouse capture until drag for sequencer time slider
- Fixes context menus not opening as a result of mouse capture being taken on mouse down
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS
=================================================================================================
Change 3739931 by Ben.Zeigler
changes to some asset manager code modified on WEX, and fix several FStringAssetReference->FSoftObjectPath
Change 3723451 by Josh.May
Exposed OnBeforePopup to UMG and Blueprint for UWebBrowser. This is triggered by the CEFBrowserHandler when attempting to open hyperlinks targeting _blank and, when not handled, would result in the page never loading.
Added OnBeforePopup handling for the HTMLNewsWidget, ensuring the URLs are opened in an external browser.
Change 3711256 by Dmitriy.Dyomin
Fixed: Friend list invalidation panel relative transform caching issues
Also fixed issues with and set slate.cacherenderdata=0 for better batching
Change 3698695 by Josh.May
Made the UMG default font overridable via config, allowing us to replace it with a game-scope localized Font asset. If there's a better place for this mechanism/accessor to live, please let me know.
Added a new 'Default' font that replicates '/Engine/EngineFonts/Roboto'. This also has a localized Font asset variant for zh-Hans.
Change 3676085 by Josh.May
Implemented MulticastBroadcastReceiver, a BroadcastReceiver capable of "multicasting" intents to other receivers. AppsFlyer defines a similar MultiInstallBroadcastReceiver class specific to the INSTALL_REFERRER intent, but it MUST be the very first one defined (cannot be guaranteed in our build pipeline AFAIK).
Added MulticastBroadcastReceiver (for INSTALL_REFERRER) to the AndroidManifest generation logic, allowing BOTH Adjust and AppsFlyer to receive the intent.
Added dev channel support for AndroidAppsFlyer, enabled conditionally based on shipping/distribution and whether or not a valid AppsFlyerDevChannel name is specified. For WEX, our dev channel is WEX_Dev.
Fixed AppsFlyer_EventAttribute's Java class lookups and constructor signature.
Change 3670860 by Ben.Zeigler
First version of improvements to tools to analyze chunks
Size Map and Reference Viewer now support reading cooked asset data and displaying chunks. Changing the platform dropdown in the Asset Audit window switches the other windows as well
Asset Audit window now has "Add Chunks" button, and selecting AllTypes in the Primary Asset drop down will add all primary assets
Size Map now shows Disk Size by default, and supports a right click context menu
Significant UI improvements to all 3 tools, including keybind support
Split Manage references into Hard and Soft, where Hard are set explicitly and soft are inherited. This allows determining why an asset was included in a chunk/primary asset
When the AssetManager builds management information for the audit browser/cooker, it now precomputes a chunk mapping for relevant assets. PackageChunkType is used to refer to these virtual primary assets
Add callback to content browser delegates to handle adding arbitrary FAssetData to an asset view, used to show chunks
Several changes to the ITreeMap UI used by size map
Change 3670290 by Josh.May
Added AppleAppID configs for AppsFlyer.
Added AdSupport and iAd frameworks for IOSAppsFlyer. According to the AppsFlyer documentation, these are required for IDFA and Apple Search Ads tracking.
Change 3643531 by Peter.Sauerbrei
fix for save game location and certain data backed up to the cloud when it shouldn't
Change 3629303 by Ben.Zeigler
Merge fix for shared ptr corruption in async loading thread from Main, and enable asnyc loading thread for WEX
Copy of CL #3623261 and 3625806
Change 3629219 by Peter.Sauerbrei
Merging using WEX_Main_to_UE4_WEX_Staging
bringing over the files that Stan didn't have access to
Change 3629063 by Stanley.Hayes
Engine Merge: Merging using WEX_Main_to_UE4_WEX_Staging(flipped)
Change 3618988 by Josh.May
Reimplemented DevicePerformanceBucket-based WorldMap class selection to account for the WorldMap actor being pre-serialized into the UMAP.
On a related note, ChildActorComponents marked as "editor only" now mark their spawned Actors as Transient to prevent them from getting serialized at cook-time.
Change 3597981 by Josh.May
Converted WExpCampaignDefinition's RegionDefinition refs back to hard references and, to compensate, converted WExpZoneDefinition's ZoneBoss refs to soft references. This moves the RegionDefinitions and ZoneDefinitions from chunk 2 to chunk 1 without pulling in assets for the ZoneBosses. This also allows us to grab the ZoneBoss refs during UWExpAssetManager::GetMainMenuAssetList.
Reworked UWExpAssetManager::GetMainMenuAssetList and UWExpAssetManager::GetLevelAssetList to build more "complete" asset lists by expanding lists of PrimaryAssetIds.
Tweaked the WorldMap's ZoneBoss spawning to account for the switch to AssetPtrs.
Change 3581214 by Josh.Markiewicz
added cookie deletion for Google on logout
[CL 3750870 by Stanley Hayes in Main branch]
2017-11-10 17:20:53 -05:00
Text . AppendLine ( "\t\t\t<intent-filter>" ) ;
Text . AppendLine ( "\t\t\t\t<action android:name=\"com.android.vending.INSTALL_REFERRER\" />" ) ;
Text . AppendLine ( "\t\t\t</intent-filter>" ) ;
Text . AppendLine ( "\t\t</receiver>" ) ;
2017-06-16 20:17:59 -04:00
// Max supported aspect ratio
string MaxAspectRatioString = MaxAspectRatioValue . ToString ( "f" , System . Globalization . CultureInfo . InvariantCulture ) ;
2019-02-27 11:57:17 -05:00
Text . AppendLine ( string . Format ( "\t\t<meta-data android:name=\"android.max_aspect\" android:value=\"{0}\" />" , MaxAspectRatioString ) ) ;
2017-06-16 20:17:59 -04:00
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( "\t</application>" ) ;
Text . AppendLine ( "" ) ;
Text . AppendLine ( "\t<!-- Requirements -->" ) ;
2015-03-17 09:36:01 -04:00
2015-04-21 19:17:00 -04:00
// check for an override for the requirements section of the manifest
string RequirementsOverrideFile = Path . Combine ( GameBuildFilesPath , "ManifestRequirementsOverride.txt" ) ;
if ( File . Exists ( RequirementsOverrideFile ) )
2015-03-17 09:36:01 -04:00
{
2015-04-21 19:17:00 -04:00
foreach ( string Line in File . ReadAllLines ( RequirementsOverrideFile ) )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
{
2015-04-21 19:17:00 -04:00
Text . AppendLine ( "\t" + Line ) ;
}
}
else
{
2020-02-12 13:27:19 -05:00
Text . AppendLine ( "\t<uses-feature android:glEsVersion=\"" + AndroidToolChain . GetGLESVersion ( bBuildForES31 ) + "\" android:required=\"true\" />" ) ;
2015-04-21 19:17:00 -04:00
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.INTERNET\"/>" ) ;
2020-06-23 18:40:00 -04:00
if ( Configuration ! = "Shipping" | | ! bUseExternalFilesDir )
{
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.WRITE_EXTERNAL_STORAGE\"/>" ) ;
}
2015-04-21 19:17:00 -04:00
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.ACCESS_NETWORK_STATE\"/>" ) ;
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.WAKE_LOCK\"/>" ) ;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3235199 on 2016/12/14 by Joe.Barnes
Fix new compile error for missing #define
Change 3235340 on 2016/12/14 by Arciel.Rekman
Linux: refactor of some PlatformMisc functions.
- RootDir() removed since it was a no-op.
- Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir.
- Change by CengizT,
Change 3237014 on 2016/12/15 by Michael.Trepka
Fixed a crash in FChunkCacheWorker constructor
Change 3238305 on 2016/12/16 by Josh.Adams
- Added a None option to the FKey customization, unless the FKey property had NoClear on it
Change 3240823 on 2016/12/20 by Josh.Stoddard
Device profiles don't work for iPadPro 9.7 and 12.9
#jira UE-39943
Change 3241103 on 2016/12/20 by Alicia.Cano
Android support from Visual Studio
#jira UEPLAT-1421
#android
Change 3241357 on 2016/12/20 by Chris.Babcock
Add gameActivityOnNewIntentAddtions section to Android UPL
#jira UE-38986
#PR #2969
#ue4
#android
Change 3241941 on 2016/12/21 by Alicia.Cano
Build Fix
Change 3249832 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249837 on 2017/01/06 by Nick.Shin
black box issues fixed:
use device pixel ratio during width and height checks
and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3249988 on 2017/01/06 by Josh.Adams
- Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread
#jira UE-40305, UE-39291, UE-40113
Change 3253720 on 2017/01/11 by Josh.Adams
- Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini
- See SwitchRuntimeSettings.h / GetConfigOverridePlatform()
- Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings).
- See UObject::GetDefaultConfigFilename()
- Updated some minor ShooterGame switch settings while cleaning this up
Change 3254162 on 2017/01/11 by Daniel.Lamb
Avoid trying to load empty package names.
Fixed issue with iterative ini files being unparseable if they inlcude a colon in them.
#jira UE-40257, UE-35001
#test Cook QAGame
Change 3255309 on 2017/01/12 by Daniel.Lamb
In the derived datacache commandlet wait for texture building to finish before we GC.
#test DDC QAGame
Change 3255311 on 2017/01/12 by Daniel.Lamb
Removed debug logging for shader compilation.
Issue hasn't occured in a while and the logging is annoying.
#test Cook QAGame
Change 3257024 on 2017/01/13 by Josh.Adams
- Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook.
#jira UE-38691
Change 3259636 on 2017/01/16 by Josh.Adams
- Fixed split screen render issue with payer 2 getting no geometry
#jira UE-40684
Change 3260159 on 2017/01/17 by Ben.Marsh
Added extra logging when deleting a directory fails during ReconcileWorkspace.
Change 3260300 on 2017/01/17 by Ben.Marsh
More logging for cleaning workspaces.
Change 3261056 on 2017/01/17 by Daniel.Lamb
Cook on the fly builds now resolve string asset references.
#test Trivial
Change 3262803 on 2017/01/18 by Joe.Graf
Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins
Change 3262852 on 2017/01/18 by Joe.Graf
Fixed the bad robomerge
Don't try to regenerate projects when adding a content only plugin to a content only project
Change 3264930 on 2017/01/19 by Joe.Barnes
#include some header files needed when building UFE.
Change 3265728 on 2017/01/20 by Will.Fissler
PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content.
Change 3267188 on 2017/01/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3267439 on 2017/01/22 by Arciel.Rekman
Fix Dev-Platform build.
- Fixed just to have it compile; perhaps a proper fix is needed.
- Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one).
Change 3267556 on 2017/01/23 by Arciel.Rekman
Linux: fix MoveFile to work across file systems.
- PR #3141 with slight changes.
Change 3267843 on 2017/01/23 by Arciel.Rekman
Remove name collision (macro vs libc++).
- Redoing CL 3259310.
Change 3267850 on 2017/01/23 by Arciel.Rekman
Fix wrong always true condition.
- PLATFORM_LINUX is always defined, but can be 0.
Change 3268048 on 2017/01/23 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#test Rebuild lighting Paragon
Change 3268403 on 2017/01/23 by Josh.Adams
#BUILDUPGRADENOTES
- Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations)
- Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS!
Change 3272441 on 2017/01/25 by Chris.Babcock
Fixed documentation error in UnrealPluginLanguage
#ue4
#android
Change 3272478 on 2017/01/25 by Chris.Babcock
Fix another documentation error in UnrealPluginLanguage
#ue4
Change 3272826 on 2017/01/25 by Chris.Babcock
Google Cloud Messaging plugin for Android
#jira UEPLAT-1458
#ue4
#android
Change 3272839 on 2017/01/25 by Chris.Babcock
Fix name of Google Cloud Messaging Sender ID
#ue4
#android
Change 3273837 on 2017/01/26 by Daniel.Lamb
Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it.
Instead crash as this is a loss of content situation.
#test Cook paragon cook qagame
Change 3274122 on 2017/01/26 by Alicia.Cano
Runtime permissions support on Android
- Removing certain permissions
#jira UE-38512
#android
Change 3274311 on 2017/01/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3274794 on 2017/01/27 by Arciel.Rekman
Linux: fix installed SDK check (UE-40392).
- Pull request #3111 by rubu.
Change 3274803 on 2017/01/27 by Arciel.Rekman
Linux: added few more exceptions to .gitignore (UE-39612).
- Pull request #3026 by ardneran.
Change 3276247 on 2017/01/27 by Nick.Shin
HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize
note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer
#jira UE-34753 Zen Garden cannot compile in HTML5
#jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'.
Change 3276347 on 2017/01/27 by dan.reynolds
Android Streaming Test Content
Change 3276682 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- fix up what looks like a bad merge
- allow linux to also build these libs
- fixed harfbuzz to use freetype2-2.6 when building HTML5 libs
- tested on mac, linux, and windows (git-bash)
Change 3276796 on 2017/01/29 by Nick.Shin
HTML5 thirdparty (python) build scripts
- linux patches from mozilla's jukka
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3276803 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- getting ready to build with (new toolchain that has) wasm support
- minor fix to handle whitespace in project path
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3278007 on 2017/01/30 by Arciel.Rekman
SteamVR: whitelist for Linux.
- Makes Blueprint functions available in Linux builds, even if stubbed.
- Can be probably whitelisted for Mac too.
Change 3278172 on 2017/01/30 by Arciel.Rekman
Do not rebuild UnrealPak locally (UE-41285).
Change 3279873 on 2017/01/31 by Brent.Pease
+ Implement streaming in Vorbis
+ Add streaming to Android audio
+ Fix audio streaming chunk race condition
Change 3280063 on 2017/01/31 by Brent.Pease
GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices
#2949
#jira UE-38829
Change 3280072 on 2017/01/31 by Brent.Pease
PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan)
https://github.com/EpicGames/UnrealEngine/pull/2889
#jira ue-37874
#2889
Change 3280091 on 2017/01/31 by Arciel.Rekman
Linux: fix "unable to make writable" toast (UE-37228).
- Also fixed other platforms that returned inverted the error result.
Change 3280624 on 2017/01/31 by Brent.Pease
PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal)
https://github.com/EpicGames/UnrealEngine/pull/2891
#2891
#jira ue-37891
Change 3280625 on 2017/01/31 by Brent.Pease
GitHub 2576 - Fix UIImagePickerController crash
#2576
#jira UE-328888
Change 3281618 on 2017/02/01 by Josh.Adams
- Fixed hopeful compile error with missing inlcude
#jira UE-41415
Change 3282277 on 2017/02/01 by Josh.Adams
- Support 0.12.16 and 1.1.1 (the first versions that can share Oasis)
Change 3282441 on 2017/02/01 by Arciel.Rekman
Fix Linux editor splash screen (UE-28123).
Change 3282580 on 2017/02/01 by Nick.Shin
HTML5 - fix "firefox nighly" issue with:
failed to compile wasm module: CompileError: at offset XXX: initial memory size too big:
WARNING: this greatly impacts (in browser) compile times
Change 3285991 on 2017/02/03 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3286406 on 2017/02/03 by Chris.Babcock
Save and restore texture filtering for movie playback in all cases
#jira UE-41565
#ue4
#android
Change 3286800 on 2017/02/04 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3288598 on 2017/02/06 by Arciel.Rekman
CodeLite fixes.
- Use *-Linux-Debug binary for Debug configuration.
- Fix virtual paths.
Change 3288864 on 2017/02/06 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
- Note, Switch is known to not boot with this, fix coming next
Change 3289364 on 2017/02/06 by Josh.Adams
[BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string.
- Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files
- This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects)
- Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information
- Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure.
- Added FConfigFile::GetArray (previous was only on FConfigCacheIni)
Change 3289796 on 2017/02/07 by Arciel.Rekman
Linux: remove leftover CEF build script.
Change 3289872 on 2017/02/07 by Arciel.Rekman
Linux: install MIME types (UE-40954).
- Pull request #3154 by RicardoEPRodrigues.
Change 3289915 on 2017/02/07 by Josh.Adams
- Fixed CIS warnings
Change 3289916 on 2017/02/07 by Arciel.Rekman
Linux: remove -opengl4 from the default invocation.
Change 3290009 on 2017/02/07 by Gil.Gribb
UE4 - Fixed boot time EDL causing some issues even when it wasn't being used.
Change 3290120 on 2017/02/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3290948 on 2017/02/07 by Arciel.Rekman
Linux: fix crash when clicking on question mark (UE-41634).
- Symbol interposition problem (proper fix is still to be investigated).
(Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform)
Change 3291074 on 2017/02/07 by Arciel.Rekman
Speculative build fix.
Change 3292028 on 2017/02/08 by Josh.Adams
- Fixed Incremental CIS build failures
Change 3292105 on 2017/02/08 by Nick.Shin
emcc.py - change warning to info
#jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings
Change 3292201 on 2017/02/08 by JohnHenry.Carawon
Change comment to fix XML warning when generating project files on Linux
Change 3292242 on 2017/02/08 by Arciel.Rekman
Linux: avoid unnecessary dependency on CEF (UE-41634).
- Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets).
- Also disable CEF compilation for ShaderCompileWorker.
- Based on CL 3292077 in 4.15.
Change 3292559 on 2017/02/08 by Josh.Adams
- Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES)
Change 3294333 on 2017/02/09 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3294506 on 2017/02/09 by Josh.Adams
- Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire
#jira UE-41710
Change 3294984 on 2017/02/09 by Josh.Adams
- Worked around the remote compiling issue with code-based projects on a different drive than the engine
#jira UE-41704
Change 3295056 on 2017/02/09 by Josh.Adams
- Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename
Change 3295161 on 2017/02/09 by Josh.Adams
- Fixed new bug when buildin native ios that was caused by a remote compile break
Change 3295229 on 2017/02/09 by Josh.Adams
- Fixed a crash in clothing on platforms that don't support clothing
#jira UE-41830
[CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
// Text.AppendLine("\t<uses-permission android:name=\"android.permission.READ_PHONE_STATE\"/>");
2015-04-21 19:17:00 -04:00
Text . AppendLine ( "\t<uses-permission android:name=\"com.android.vending.CHECK_LICENSE\"/>" ) ;
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.ACCESS_WIFI_STATE\"/>" ) ;
2019-07-10 21:32:14 -04:00
if ( bRestoreNotificationsOnReboot )
{
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.RECEIVE_BOOT_COMPLETED\"/>" ) ;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
if ( bEnableGooglePlaySupport & & bUseGetAccounts )
{
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.GET_ACCOUNTS\"/>" ) ;
2018-06-26 08:42:47 -04:00
}
2019-06-10 12:22:13 -04:00
if ( ! bPackageForOculusMobile )
2018-06-26 08:42:47 -04:00
{
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.MODIFY_AUDIO_SETTINGS\"/>" ) ;
Text . AppendLine ( "\t<uses-permission android:name=\"android.permission.VIBRATE\"/>" ) ;
}
2015-04-21 19:17:00 -04:00
// Text.AppendLine("\t<uses-permission android:name=\"android.permission.DISABLE_KEYGUARD\"/>");
if ( bEnableIAP )
{
Text . AppendLine ( "\t<uses-permission android:name=\"com.android.vending.BILLING\"/>" ) ;
}
if ( ExtraPermissions ! = null )
{
foreach ( string Permission in ExtraPermissions )
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
string TrimmedPermission = Permission . Trim ( ' ' ) ;
if ( TrimmedPermission ! = "" )
{
string PermissionString = string . Format ( "\t<uses-permission android:name=\"{0}\"/>" , TrimmedPermission ) ;
if ( ! Text . ToString ( ) . Contains ( PermissionString ) )
{
Text . AppendLine ( PermissionString ) ;
}
}
2015-04-21 19:17:00 -04:00
}
}
string RequirementsAdditionsFile = Path . Combine ( GameBuildFilesPath , "ManifestRequirementsAdditions.txt" ) ;
if ( File . Exists ( RequirementsAdditionsFile ) )
{
foreach ( string Line in File . ReadAllLines ( RequirementsAdditionsFile ) )
{
Text . AppendLine ( "\t" + Line ) ;
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
}
2016-12-08 22:53:00 -05:00
if ( AndroidGraphicsDebugger . ToLower ( ) = = "adreno" )
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
string PermissionString = "\t<uses-permission android:name=\"com.qti.permission.PROFILER\"/>" ;
if ( ! Text . ToString ( ) . Contains ( PermissionString ) )
{
Text . AppendLine ( PermissionString ) ;
}
2016-12-08 22:53:00 -05:00
}
2016-09-07 17:04:11 -04:00
Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3237992)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3136778 on 2016/09/22 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3179199 on 2016/10/29 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
Copy from Release-4.14. Copied fix to FadeTrackInstance to FadeTemplate.
#jira UE-37939
Change 3179340 on 2016/10/29 by Max.Preussner
PS4Media: Fixed audio track dropping first frame
Change 3180391 on 2016/10/31 by Max.Preussner
UdpMessaging: nulling out message processor in destructor
Change 3180459 on 2016/10/31 by Max.Chen
Sequencer: Fix copy/paste crash in UMG.
Change 3180607 on 2016/10/31 by Andrew.Rodham
UMG: Fixed parent bindings not being adhered to correctly. Fixed slot widgets that get recreated not having their object bindings updated.
#jira UE-38021
#jira UE-38018
Change 3181405 on 2016/11/01 by Lina.Halper
#ANIM/SEQUCNER: sequencer animation blending support including additive
- created multiway blend node - extension of two way blend
- created anim sequencer instance to be used in sequencer for blending multiple animations and additives
- hooked up to sequencer track players
- renamed AnimationNode_TwoWay to AnimNode_TwoWay to be consistent with other node names.
- Make sure you can't choose montage when selecting animation in Sequencer
- Fixed Anim BP playing with multi group montages
#code review: Max.Chen
Change 3181870 on 2016/11/01 by Andrew.Rodham
Sequencer: Made sequence pointers stored in sequence template instances weak object ptrs
- We can't guarantee the lifetime of the objects here
#jira UE-38051
Change 3182851 on 2016/11/02 by Andrew.Rodham
Sequencer: Assert that a GetScriptStructImpl has been overridden correctly on templates
Change 3182852 on 2016/11/02 by Andrew.Rodham
Sequencer: Added 'Restore Animated State' command (CTRL+R) and button to sequencer toolbar
Change 3183161 on 2016/11/02 by Max.Preussner
Media: Added supported file extensions & URL schemes
Change 3183476 on 2016/11/02 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3185181 on 2016/11/03 by Max.Chen
Sequencer: Refactor general options button menu into play options and select options. Add Select Sections in Selection Range and Select All in Selection Range.
Fix issues with convert to spawanble and convert to possessable. Convert to possessable now deletes the spawn track so that it's not left lying around, which when deleted would end up deleting the converted possessable actor.
#jira UE-37854
Change 3185184 on 2016/11/03 by Max.Chen
Sequencer: Add hotkey to toggle camera cut track lock/unlock camera.
Change 3185409 on 2016/11/03 by Max.Chen
Sequencer: Fix crash in skeletal mesh section drawing.
#jira UE-38090
Change 3185444 on 2016/11/03 by Max.Chen
UMG: Expose label browser for UMG
Change 3185662 on 2016/11/03 by Max.Chen
Sequencer: Paste track fixes.
- Loosen restrictions on paste track destination. This allows the paste to operate on spawnables and on properties that don't have an explicit Set function.
- Allow pasting onto all types of tracks, not just property tracks.
- Fix when pasting the copied tracks onto multiple objects.
Tested pasting transform tracks from possessable to spawnables.
Tested pasting skeletal animation tracks from spawnable to possessables.
#jira UETOOL-1206
Change 3185920 on 2016/11/03 by Andrew.Porter
Adding test content for multiple audio video tracks.
Change 3186404 on 2016/11/03 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3187957 on 2016/11/04 by Max.Preussner
MediaAssets: Exposed CanPlaySource in BP
Change 3187988 on 2016/11/05 by Max.Preussner
Fixed documentation
Change 3188035 on 2016/11/05 by Max.Chen
Sequencer: Show camera name in cinematic viewport.
#jira UE-28115
Change 3188603 on 2016/11/07 by Max.Preussner
WmfMedia: Added missing nullptr check
Change 3188788 on 2016/11/07 by Max.Preussner
MediaPlayerEditor: Removed property buttons from PlatformMediaSource customization (UE-37948)
#jira UE-37948
Change 3188808 on 2016/11/07 by Max.Preussner
MediaAssets: Moved media player implementation into reusable class
Also moved overlay text handling into separate asset.
Change 3188919 on 2016/11/07 by Max.Preussner
Media: Changed the handling of invalid media and media that failed to open (UE-38014)
#jira UE-38014
Change 3189112 on 2016/11/07 by Max.Preussner
WmfMedia: Added rudimentary H.265 HEVC support for Windows 10 (UE-38324)
#jira UE-38324
Change 3189376 on 2016/11/07 by Max.Preussner
WmfMedia: Removed Windows specific code from factory module
Change 3189381 on 2016/11/07 by Max.Preussner
Atrac9Audio: Fixed log category
Change 3189497 on 2016/11/07 by Max.Preussner
Media: Added binary sinks support
Change 3189666 on 2016/11/07 by Max.Chen
Curve Editor: Add option to show time in frame numbers
#jira UE-27210
Change 3190339 on 2016/11/08 by Max.Preussner
MediaAssets: Removed SetDesiredPlayerName since the field is public
Change 3190342 on 2016/11/08 by Andrew.Porter
Adding sequencer test content for animation blueprint
Change 3190398 on 2016/11/08 by Max.Preussner
Media: Renamed binary tracks to metadata tracks
Change 3190458 on 2016/11/08 by andrew.porter
Updating Skeleton with new slots.
Change 3191167 on 2016/11/08 by Max.Chen
Sequencer: Fix crash in validating paste tracks buffer. Validate the tracks instead of actually pasting into temp.
#jira UE-38353
Change 3191336 on 2016/11/09 by Andrew.Rodham
Slate: Added the ability to set and retrieve a host tab manager from a details view
Change 3191338 on 2016/11/09 by Andrew.Rodham
Editor: Added the ability to extend default layouts
- FLayoutExtender can be used to provide basic tab layout extensions on default themes.
- This can be used by external plugins to inject tabs to other interfaces where necessary.
- Currently this is supported by the blueprint editor's unified component layout, and the level editor layout.
Change 3191346 on 2016/11/09 by Andrew.Rodham
Sequencer: Added new (experimental) ActorSequence module and editor
- Sequences can now be added to actors via the UActorSequenceComponent.
- An embedded sequencer will appear on details panels, with the option to break it out into a tab.
- Separated common playback elements from ULevelSequencePlayer into UMovieSceneSequencePlayer, from which specific players can derive.
- The majority of level editorintegration with sequencer has been separated out into a separate singleton class that can manage multiple sequencers.
- All movie scene data now defaults to instanced, such that it can be duplicated and instanced correctly.
- Added read-only mode for sequencer which is used for actor sequence components that come from a blueprint archetype to prevent erroneous editing.
Change 3191387 on 2016/11/09 by Andrew.Rodham
Orion: Fixed deprecation warnings
Change 3191388 on 2016/11/09 by Andrew.Rodham
Orion: Added dependency on MovieScene module
Change 3191403 on 2016/11/09 by Andrew.Rodham
Sequencer: Fix initialization order warning
Change 3191428 on 2016/11/09 by Andrew.Rodham
Sequencer: Added missing include
Change 3191510 on 2016/11/09 by Andrew.Rodham
Header include fixes
Change 3191599 on 2016/11/09 by Max.Chen
Sequencer: Add option to lock the playback range per movie scene. The toggle is stored as editor only and should be a saved value so that it can persist as the asset is passed from user to user.
#jira UE-34677
Change 3191664 on 2016/11/09 by Andrew.Rodham
Sequencer: Ensure keyframe handlers are only added once
Change 3192373 on 2016/11/09 by Max.Preussner
MediaAssets: Fixed regression: playlists no longer open
Change 3192408 on 2016/11/09 by Max.Preussner
MediaAssets: Fixed OpenPlaylistIndex crashing
Change 3192878 on 2016/11/09 by Max.Chen
Camera Rig: Fix log spam trying to unregister component.
#jira UE-38435
Change 3192989 on 2016/11/10 by Andrew.Rodham
Slate: Added constructor to appease old VS2013 compiler warning about non-constructible type
Change 3192991 on 2016/11/10 by Andrew.Rodham
Sequencer: Moved lambda out-of-line to fix static analysis warning
Change 3193420 on 2016/11/10 by Max.Preussner
MediaAssets: Replaced CopyToResolveTarget with new TransitionTarget API
Change 3193478 on 2016/11/10 by Max.Chen
Sequencer: Moved Fix Actor References back under the General Options menu.
Change 3193870 on 2016/11/10 by Max.Preussner
MediaPlayerEditor: Removed additional buttons in per-platform overrides (UE-37948)
#jira UE-37948
Change 3193873 on 2016/11/10 by Lina.Halper
- Sequencer fix with anim instance reinit
- Fixed TMap issue with memory by changing to pointer from ref.
#code review: Max.Chen
Change 3194184 on 2016/11/10 by Max.Chen
Sequencer: Only expand section when setting keys when there are keys. Otherwise if you set the default value while the time position is outside of the section range, the section will expand, which seems undesirable.
Change 3194187 on 2016/11/10 by Max.Chen
Sequencer: Backwards compatibility if a track no longer supports multiple rows, its sections are split to other duplicate tracks.
Change 3194191 on 2016/11/10 by Max.Chen
Sequencer: Add audio volume and pitch curves.
#jira UE-30009
Change 3194256 on 2016/11/10 by Max.Chen
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3194282 on 2016/11/10 by Max.Chen
Movie Capture: Add some frame rate bounds. Max frame rate for recording is 200. Min is 1.
#jira UE-38502
Change 3194355 on 2016/11/11 by Max.Chen
Sequencer: Minimum handle size for time slider scrubber.
#jira UE-34676
Change 3194767 on 2016/11/11 by Max.Chen
Sequencer: Mark duplicated tracks as changed so that their template gets regenerated.
Change 3195094 on 2016/11/11 by Max.Preussner
Media: Removing game thread dependencies
This change removes game thread dependencies from all media players so that we can use the media framework for startup movies where the game thread is block while loading the Engine. The players now have two new methods, TickPlayer and TickVideo, which need to be called from the external code that owns the players. On the Engine side, this is taken care of by UMediaPlayer, which calls TickPlayer from the game thread and TickVideo from the render thread. In startup movies, this will be taken care of by a special thread.
AvfMedia: This change does not fully remove game thread dependencies in AvfMediaPlayer yet. There are some async callbacks scheduled to execute on the game thread that need to be refactored. The execution of these events should be performed in TickPlayer instead.
All platform owners, please review these changes for your platform and make sure that everything still works. I have not had time to test all platforms yet.
Change 3195396 on 2016/11/11 by Max.Preussner
AvfMedia: Removed remaining game thread dependencies
Change 3195670 on 2016/11/11 by Max.Preussner
MediaUtils: Renamed function
Change 3195690 on 2016/11/11 by Max.Preussner
MediaAssets: MediaPlayerBase instance is now a field instead of pointer.
Change 3195802 on 2016/11/11 by Max.Preussner
Media: Removed UMediaPlayer::GetNativePlayer
Change 3195843 on 2016/11/11 by Max.Preussner
Kismet: Fixed non-unity
Change 3195851 on 2016/11/11 by Max.Preussner
Fixed typo.
Change 3195854 on 2016/11/11 by Max.Preussner
MediaUtils: Added missing forward declaration
Change 3195937 on 2016/11/11 by Max.Chen
Media: CIS Fix
Change 3196120 on 2016/11/13 by Max.Chen
Sequencer: Weight curve for skeletal animation section.
Changed skeletal template evaluation so that it works with multiple animation tracks. The shared track clears all the weights, the section gathers up all the data, and the shared track evaluates the data. Otherwise, the multiple track evaluations would conflict with each other in setting states back and forth.
#jira UE-38374, UEFW-128
Change 3196265 on 2016/11/13 by Max.Chen
Sequencer: Fix audio waveforms so that they're regenrated when audio start time is changed.
#jira UE-38543
Change 3196421 on 2016/11/14 by Andrew.Rodham
Sequencer: Fixed modified tracks not being written to the transaction buffer when replacing object bindings
#jira UE-38423
Change 3197131 on 2016/11/14 by Max.Chen
Sequencer: Null checks.
#jira UE-38570, UE-38593
Change 3197209 on 2016/11/14 by Max.Chen
Cine Camera: Reset focus smoothing interpolation on PostEditChangeProperty. This fixes an issue where if you enable focus smoothing, the manual focus distance that is input isn't used since the interpolation happens from the last current focus distance.
#jira UE-27055
Change 3198691 on 2016/11/15 by Max.Chen
Sequence Recorder: Optimize record transforms by setting all the keyframes at once. Also, added option to toggle removing redundant keyframes from the recorded tracks.
#jira UE-38489
Change 3198711 on 2016/11/15 by andrew.porter
Adding test content for MEdia Framework Track Switching.
Change 3199174 on 2016/11/15 by Lina.Halper
Sequencer backward compatibility fix with root motion
Make sure you could remove root motion fine
#jira : UE-38591
Change 3199260 on 2016/11/15 by tim.gautier
Updated QA-Media_TrackSwitch - changed Trigger Collision to only detect overlap from PlayerPawn
Change 3199663 on 2016/11/15 by Max.Chen
Anim Sequencer: Fix deprecation warning for bCanUseParallelUpdateAnimation. Updated to use bUseMultiThreadedAnimationUpdate.
Change 3199727 on 2016/11/15 by Max.Chen
Matinee to Level Sequence: Set default scale when converting matinee move tracks to sequencer.
#jira UE-38688
Change 3199847 on 2016/11/16 by Max.Chen
Sequencer: Add menu option to reduce keys of all sections in the current level sequence
Change 3200351 on 2016/11/16 by Max.Chen
Level Editor/Sequencer: Fixes to allow for component keyframing. The transform track operates on the components that changed, not the actor. The level editor viewport broadcasts begin/end movement on the components that changed.
#jira UE-38649, UE-38646
Change 3200474 on 2016/11/16 by Max.Chen
Sequencer: Move reduce keys to section context menu.
Change 3200888 on 2016/11/16 by Max.Chen
Sequencer: Clamp skeletal animation evaluation remapping of time to section bounds. This is necessary when evaluating nearest is enabled and the time is beyond the section bounds.
Also, set the shared track template to have higher priority so that it always clears/initializes weights before each section's template adds section params for evaluation.
Change 3201633 on 2016/11/17 by Max.Chen
Matinee to Level Sequence: Fix matinee 3d scale track conversion to level sequence.
Also, added paste matinee vector track to sequencer's vector track.
#jira UE-38688
Change 3202458 on 2016/11/17 by Max.Chen
Sequencer: Fix track editor commands getting unregistered when switching from one level sequence to another. The sequence of events is: track editor commands get bound when a level sequence is edited. When switching to another level sequence, the existing track editor is released after the new one is registered, causing the commands to ultimately get unbound.
#jira UE-38693
Change 3202606 on 2016/11/17 by Max.Chen
Actor Sequence: Null check in CanPossessObject for a component's owner.
#jira UE-38514
Change 3203522 on 2016/11/17 by Max.Chen
Sequencer: Audio start time deprecated in favor of start offset which is an offset into the audio clip. Also, limit the start offset to positive values since you can just crop into the audio clip by dragging the section's start time.
Audio track no longer supports multiple rows (should have been checked in along with the audio volume and pitch multiplier curves).
#jira UE-38549, UE-38554, UE-38547
Change 3203863 on 2016/11/18 by Andrew.Rodham
Engine: Ensure that world settings actor is considered by network object list when sorting the actor list for a level
Change 3203865 on 2016/11/18 by Andrew.Rodham
Sequencer: Fixed play rate track interaction between servers and clients
- The logic for evaluation was previously flawed (it would only run in editor builds). Play rate is now only evaluated on servers and standalone clients, with the time dilation being replicated to network clients.
Change 3203900 on 2016/11/18 by Andrew.Rodham
Sequencer: Changed CreateLevelSequencePlayer to create a transient level sequence actor
#jira UE-37277
Change 3205038 on 2016/11/18 by Max.Preussner
Slate: Corrected comment
Change 3205046 on 2016/11/18 by Max.Preussner
WmfMedia: Added missing nullptr check
#jira UE-38825
Change 3205073 on 2016/11/18 by Max.Chen
Sequencer: Fix audio upgrade case when start time is 0.
Change 3205277 on 2016/11/19 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Please take a look at SequencerEdMode.cpp and Sequencer.cpp. I ended up accepting latest Dev-Sequencer, which seemed to be the right thing to do.
Change 3205465 on 2016/11/20 by Max.Preussner
MovieScene: Fixed non-unity build
Change 3205467 on 2016/11/20 by Max.Preussner
Engine: Fixed spelling
Change 3206264 on 2016/11/21 by Max.Preussner
Kismet: Added missing forward declaration
Change 3206493 on 2016/11/21 by Max.Preussner
PS4Media: Added remaining changes for removing game thread dependencies
Change 3206512 on 2016/11/21 by Andrew.Porter
Adding test content to QAGame for Sequencer animation weight blending.
Change 3206529 on 2016/11/21 by Lina.Halper
Fixed anim notifes to work in Sequencer Instance
- Give proper delta in editor preview
- Make sure not to recreate AnimInstance
#jira: UE-38849
#code review:Max.Chen
Change 3206552 on 2016/11/21 by Max.Preussner
QAGame: Enabled looping by default
Change 3207462 on 2016/11/22 by andrew.porter
QAGame: updating QA-Sequencer with changes to animation blending test cases
Change 3207499 on 2016/11/22 by tim.gautier
Added Streaming Sources, added Streaming Source options for BP_MediaPlayer. Specified Media Option Categories with BP_MediaPlayer to clean up details panel.
#jira none
Change 3207571 on 2016/11/22 by Max.Chen
Curve Editor: Expose curve editor settings to Editor Preferences.
#jira UE-38907
Change 3207690 on 2016/11/22 by Max.Chen
Sequencer: Speculative crash fix for switching UMG animations.
#jira UE-29333
Change 3207744 on 2016/11/22 by tim.gautier
Removed unnecessary nodes from BP_MediaPlayer. Created a variable visible in the Details Panel to allow the user to specify a URL to Stream media without specifying a Source in-editor.
#jira none
Change 3207935 on 2016/11/22 by Max.Chen
Sequencer: Temporary fix for skeletal animation track scrubbing. Verified that anim notifies still fire when playing and scrubbing.
#jira UE-38964
Change 3207938 on 2016/11/22 by Max.Chen
Sequence Recorder: Set reduce keys back to true so that there's no change in current behavior. This should be toggled off for performance reasons but in general is nice to have reduced keys.
Change 3207950 on 2016/11/22 by Lina.Halper
- Fixed so that mesh space additive won't show up in sequencer
- Added warning if you change type later or existing ones
#jira: UE-38062?
Change 3208278 on 2016/11/22 by andrew.porter
QAGame: Adjusting level blueprint for test case.
Change 3208285 on 2016/11/22 by andrew.porter
QAGame: adding SequencerBP animation blueprint.
Change 3208538 on 2016/11/23 by Max.Chen
Actor Sequence: Fix plugin filename.
Change 3208916 on 2016/11/23 by Max.Chen
Sequencer: Fix material parameter initialization so that the value is retrieved from the material instance and not the parent material.
#jira UE-34317
Change 3208924 on 2016/11/23 by Max.Chen
Save As: Cancel should not save over the existing asset. It should just return.
Change 3208939 on 2016/11/23 by andrew.porter
QAGame: reset some content back to its default state for testing
Change 3209053 on 2016/11/23 by Max.Chen
Sequencer: Ensure the section id is unique.
Change 3209161 on 2016/11/23 by Max.Chen
Save As: Follow up fix for cancelling save as.
Change 3210540 on 2016/11/26 by Max.Preussner
WmfMedia: Reworked fallback stride calculations to fix issues with some exotic video formats
Change 3210546 on 2016/11/26 by Max.Preussner
WmfMedia: Fixed NV12 vertical buffer alignment
Change 3211567 on 2016/11/28 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Step 1 of 2
Change 3212408 on 2016/11/28 by Max.Preussner
Fixed fallout from Dev-Main merge
Change 3212456 on 2016/11/28 by Max.Preussner
ActorSequenceEditor: Removed monolithic header dependencies
Change 3212562 on 2016/11/28 by Max.Preussner
ActorSequenceEditor: Removed monolithic header usage
Change 3212649 on 2016/11/28 by Max.Chen
Fix CIS
Change 3212671 on 2016/11/28 by Max.Chen
Sequencer: Add option to restore to the pre animated state.
#jira UE-38862
#2953
Change 3212672 on 2016/11/28 by Max.Chen
Sequencer: Select object binding node corresponding to selected components and vice versa (select components in level when object binding node is selected)
Change 3212673 on 2016/11/28 by Max.Chen
Sequencer: Follow-up fix for component keyframing - key area needs to be updated by component.
#jira UE-38649
Change 3212676 on 2016/11/28 by Max.Chen
Level Editor: PostEditMove should only be called on the actor if it is moved.
#jira UE-38646
Change 3212688 on 2016/11/29 by Max.Chen
Sequencer: Force refresh event parameters customization when struct contents change but not a full refresh when struct child contents change.
#jira UE-39094
Change 3212831 on 2016/11/29 by Andrew.Rodham
Disabled ActorSequenceEditor plugin by default while it's experimental
Change 3213219 on 2016/11/29 by Max.Preussner
AvfMedia: Added missing include
Change 3213333 on 2016/11/29 by Andrew.Rodham
Sequencer: Added the ability to override bindings when playing back a level sequence on a level sequence actor
#jira UETOOL-746
Change 3213905 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214203 on 2016/11/29 by Michael.Gay
Some demo files to test Sequencer timing.
Change 3214205 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214548 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214564 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214567 on 2016/11/29 by Max.Chen
More IWYU fixes for Win32
Change 3214573 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214576 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214621 on 2016/11/30 by Max.Preussner
Atrac9Decoder: Fixed log category declaration
Change 3214630 on 2016/11/30 by Max.Preussner
More IWYU fixes
Change 3214747 on 2016/11/30 by Andrew.Rodham
Sequencer: Fixed shadow variable
Change 3214957 on 2016/11/30 by Andrew.Rodham
Core: Changed Algo::Find to use TElementType
- This allows it to support c style arrays
Change 3215127 on 2016/11/30 by Andrew.Rodham
Sequencer: Made burn-in options and init settings instanced
- This ensures they work correctly when defined on archetypes and blueprints
#jira UE-38645
Change 3215754 on 2016/11/30 by Max.Chen
Sequencer: Fix skeletal animation track evaluating tracks in the wrong time space. Cache the evalulation time and weight value in each section's template and then execute with those values in the shared track's template.
#jira UE-39145
Change 3216603 on 2016/12/01 by Max.Chen
Sequencer: Set audio volume/pitch only if changed.
Change 3216613 on 2016/12/01 by Max.Chen
Sequencer: Add component selector when there are multiple components that have sockets. This fixes a crash when there are multiple components to attach to.
#jira UE-39167
Change 3217175 on 2016/12/01 by Max.Chen
Sequencer: Set skeletal animation track evaluation to be upper bound exclusive. This gives better behavior when two clips butt up against each other since the sections would overlap in time and evaluation would normalize they weighted contribution of each.
#jira UE-37184
Change 3217292 on 2016/12/01 by Max.Chen
Sequencer: Rework upgrading track rows to include overlapping sections. For skeletal animation sections, set weight values based on the evaluation bounds since there was no blending prior to 4.15.
Change 3217860 on 2016/12/01 by Max.Preussner
Media: Fall-through for media options
Change 3217965 on 2016/12/01 by Max.Preussner
MediaAssets: Renamed media option name
Change 3218470 on 2016/12/01 by Max.Chen
Sequencer: Fix start time deprecation value so that negative values are supported.
#jira UE-39259
Change 3218473 on 2016/12/01 by Max.Chen
Sequencer: Fix crash if start seq length is negative.
Change 3219021 on 2016/12/02 by Max.Chen
Sequencer: Add multiply and divide to transform box.
Change 3219374 on 2016/12/02 by Max.Chen
Sequencer: Teleport simulating components when moving them through the transform track. This fixes bugs with recording simulating actors (ie. vehicle game) where recorded actors don't playback with the recorded positions and there are warnings about attempting to move a fully simulated skeletal mesh.
#jira UE-38442, UE-38444, UE-38852
Change 3219638 on 2016/12/02 by Max.Preussner
Projects: Fixed error message
Change 3220584 on 2016/12/03 by Andrew.Rodham
Sequencer: Blueprint generated classes are now always removed from level sequences on load in the editor
- This ensures that old (and perhaps corrupt) BP generated classes are destroyed
#jira UE-39173
Change 3220585 on 2016/12/03 by Andrew.Rodham
Editor: Fix EditInstanceOnly properties that aren't variables on the generated class being editable in blueprints
Change 3220973 on 2016/12/04 by Max.Chen
Fix CIS
Change 3222833 on 2016/12/05 by Max.Chen
Sequencer: Fixed some recorded components not being generated.
#jira UE-34289
Change 3224450 on 2016/12/06 by Max.Chen
Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval.
#jira UE-39419
Change 3225301 on 2016/12/07 by Max.Preussner
AvfMedia: Added settings class
Change 3225304 on 2016/12/07 by Max.Preussner
Fixed typo
Change 3225723 on 2016/12/07 by Max.Preussner
Fixed typo.
Change 3225871 on 2016/12/07 by Max.Preussner
Forgot to check in
Change 3225932 on 2016/12/07 by Max.Preussner
Added missing header
Change 3226266 on 2016/12/07 by Max.Preussner
Media: Fixed various module dependencies
Change 3226451 on 2016/12/07 by Max.Preussner
Include fixes
Change 3226455 on 2016/12/07 by Max.Preussner
LevelSequence: Added missing include
Change 3227135 on 2016/12/08 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3227143 on 2016/12/08 by Max.Preussner
LevelSequencer: Added missing header
Change 3227731 on 2016/12/08 by Max.Preussner
LevelSequencer: Added missing include
Change 3228222 on 2016/12/08 by Max.Preussner
UBT: Fixed delay load library support for remote compilation to macOS
Change 3228266 on 2016/12/08 by Max.Preussner
PluginBrowser: Added missing includes
Change 3228755 on 2016/12/09 by Andrew.Rodham
Sequencer: Fixed copy-paste of event keys
- Also added a key-value iterator to TCurveInterface (both const and non-const)
#jira UE-39526
Change 3228777 on 2016/12/09 by Luke.Thatcher
[PLATFORM] [PS4] [!] Reimplement fixes from Fortnite for PS4 media framework in //UE4/Dev-Sequencer.
Based on Original CL 3227137
- Event callback from AvPlayer was enqueing the processing of events over to the player thread, so the "State" member of FPS4MediaPlayer doesn't get updated until the following frame. This breaks cases with multiple calls to SetRate within a single frame.
- Removed time check in FPS4MediavideoSampler::Tick. There are cases where the time check failed, even when a new frame was available from the AvPlayer libs. The video sampler now always calls sceAvPlayerGetVideoDataEx. This returns immediately if no frame data is available.
- FPS4MediaPlayer::Seek was failing if the video is in a playing/paused state. We now restart the stream if a seek command occurs after the video has stopped (e.g. due to EOF reached).
- Shared a single critical section between the FPS4MediaTracks, FPS4MediaVideoSampler and FPS4MediaPlayer objects. Fixes deadlocks between the decoder/player threads where each will be waiting on each others' critical section.
[~] Enabled debug warnings from AvPlayer library in non-shipping builds.
[~] Changed log levels of UE_LOGs to match their severity.
-------------------------
[!] Also, fixed rendering artifacts on videos using a cropping rectangle
- e.g. 1080p videos are actually decoded as 1920x1088, with an extra 8 pixels height, which contained garbage.
- We determine the final media texture size as the size of the cropping rectangle, and use modified UVs during the YCbCr->RGB converstion shader to do the mapping.
Change 3228793 on 2016/12/09 by Andrew.Rodham
Sequencer: Edits to actor sequences now correctly mark their parent blueprints for compilation
#jira UE-38723
Change 3228877 on 2016/12/09 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix track switching issues in PS4 media player.
- Sony's AvPlayer library does not support switching tracks (audio or video) on-the-fly after a stream has begun playback.
- The higher level UMediaPlayer enables track 0 automatically, which would be committed to the AvPlayer, and therefore lock out other streams.
- Actual track selection is now deferred until the stream is started, after which changing tracks is prohibited.
- Tracks must be selected before calling SetRate for the first time.
#jira UE-37225
Change 3229501 on 2016/12/09 by Max.Preussner
Media: Better display names for media player plug-ins
Change 3229515 on 2016/12/09 by Max.Preussner
MediaPlayerEditor: Sorting player plug-ins alphabetically; consistent display in both media player editor and media source customization
Change 3229716 on 2016/12/09 by andrew.porter
Adding PlayRate sequence to my dev folder
Change 3230554 on 2016/12/12 by Andrew.Rodham
Back out changelist 3220584
- Currently this causes actor instances to fail to load because they are instanced of dead classes. Need to think of a more robust solution here.
#jira UE-39398
Change 3230922 on 2016/12/12 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3232059 on 2016/12/12 by Max.Preussner
MediaUtils: Better error message for when no suitable media player plug-in was found
Change 3232097 on 2016/12/13 by Max.Preussner
Switch: Temp fix for borked folder name on case-sensitive platforms
Change 3232100 on 2016/12/13 by Max.Preussner
MediaAssets: Split up UMediaSource into UBaseMediaSource
Also added color space related properties
Change 3232101 on 2016/12/13 by Max.Preussner
Media: Started to implement support for color spaces
Change 3232119 on 2016/12/13 by Max.Preussner
MediaAssets: Fixed buffer not recreated if color space changed
Change 3232799 on 2016/12/13 by Max.Preussner
PS4Media: Fixed build
#jira UE-39706
Change 3233170 on 2016/12/13 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3233250 on 2016/12/13 by Max.Preussner
MediaPlayerEditor: Added separator in track menu
Change 3233309 on 2016/12/13 by andrew.porter
QAGame: Edited text render actors in QA-Media_TrackSwitch
Change 3233439 on 2016/12/13 by Chris.Babcock
Standardize Android media track DisplayName
Change 3233817 on 2016/12/13 by Chris.Babcock
Fix virtual keyboard EditableTextBox update when comitted text matches current text from change updates
#jira UE-39424
#ue4
#mobile
Change 3234421 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed nullptr crash
Change 3234423 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed incorrect copying of base-class from compiler rules
Change 3234429 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed empty space not being added between the last and penultimate segments when required
#jira UE-39442
Change 3234635 on 2016/12/14 by Max.Preussner
MediaAssets: Exposed UTexture properties in UMediaTexture
Change 3234681 on 2016/12/14 by Max.Preussner
MediaAssets: Made MediaTextureResources support -onethread
Change 3234878 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed crash with "Evaluate Sub Sequences in Isolation" enabled
- This occurred when there were tracks at the root level of the sub sequence, because it would incorrectly hash in the parent ID, rather than just using it directly
Change 3234901 on 2016/12/14 by Max.Preussner
MediaPlayerEditor: Detail customization improvements
Change 3235275 on 2016/12/14 by Chris.Babcock
Fix WMF stream ordering to match other players
#jira UE-39703
#ue4
#mediaframework
Change 3235390 on 2016/12/14 by Max.Preussner
DesktopPlatform: Added IniPlatformName to FPlatformInfo; fixed up indentation
Change 3235402 on 2016/12/14 by Max.Preussner
MediaAssets: Fixed platform player name overrides ignored in packaged builds (UE-39771)
#jira UE-39771
Change 3235667 on 2016/12/14 by Max.Preussner
Media: Moved enums into separate header file, so they can be shared
Change 3235984 on 2016/12/14 by Max.Preussner
Back out changelist 3235667
Change 3236040 on 2016/12/14 by Max.Preussner
Core: Added modulus operator to FTimespan
Change 3236139 on 2016/12/15 by Max.Preussner
Core: Added FTimespan::IsZero
Change 3236527 on 2016/12/15 by Max.Preussner
Fixed initialization order
Change 3237101 on 2016/12/15 by Andrew.Rodham
Sequencer: Skeletal animation and audio tracks now support multiple rows again.
- In practice there were too many edge-cases to account for whilst considering backwards compatability
- The impossible scenario was 2 sections on different rows, but evaluating nearest section - this cannot be represented as separate tracks.
- Reorganised animation runtime template to use execution tokens rather than ::Initialize to ensure that animation operates correctly on the first frame for spawned objects
#jira UE-39442
#jira UE-39725
Change 3237213 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed crash when setting event key properties
#jira UE-39347
Change 3237255 on 2016/12/15 by Chris.Babcock
Fix Multi with ETC2 and PVRTC selecting ES3.0 instead of 2.0
#jira UE-39839
#ue4
#android
Change 3237294 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed shadowed variable warnings
Change 3237366 on 2016/12/15 by Max.Preussner
Media: Removed color space changes; we'll do these in material graphs instead
Change 3237436 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed montages not being stopped for specific animation slots when animation sections were no longer evaluated
#jira UE-39847
Change 3237458 on 2016/12/15 by Andrew.Rodham
Sequencer: Always force regeneration of templates when PIE to eliminate the posibility of combining stale data
Change 3237516 on 2016/12/15 by Max.Preussner
Media: Attempting to fix Crash in fortnite just before exiting onboarding (UE-39841)
#jira UE-39841
Change 3237532 on 2016/12/15 by Max.Preussner
Added missing scope lock
Change 3237991 on 2016/12/16 by Max.Preussner
PS4Media: Fixed build
[CL 3238204 by Max Preussner in Main branch]
2016-12-16 11:17:44 -05:00
if ( ! bSupportingAllTextureFormats )
2016-09-07 17:04:11 -04:00
{
Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3237992)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3136778 on 2016/09/22 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3179199 on 2016/10/29 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
Copy from Release-4.14. Copied fix to FadeTrackInstance to FadeTemplate.
#jira UE-37939
Change 3179340 on 2016/10/29 by Max.Preussner
PS4Media: Fixed audio track dropping first frame
Change 3180391 on 2016/10/31 by Max.Preussner
UdpMessaging: nulling out message processor in destructor
Change 3180459 on 2016/10/31 by Max.Chen
Sequencer: Fix copy/paste crash in UMG.
Change 3180607 on 2016/10/31 by Andrew.Rodham
UMG: Fixed parent bindings not being adhered to correctly. Fixed slot widgets that get recreated not having their object bindings updated.
#jira UE-38021
#jira UE-38018
Change 3181405 on 2016/11/01 by Lina.Halper
#ANIM/SEQUCNER: sequencer animation blending support including additive
- created multiway blend node - extension of two way blend
- created anim sequencer instance to be used in sequencer for blending multiple animations and additives
- hooked up to sequencer track players
- renamed AnimationNode_TwoWay to AnimNode_TwoWay to be consistent with other node names.
- Make sure you can't choose montage when selecting animation in Sequencer
- Fixed Anim BP playing with multi group montages
#code review: Max.Chen
Change 3181870 on 2016/11/01 by Andrew.Rodham
Sequencer: Made sequence pointers stored in sequence template instances weak object ptrs
- We can't guarantee the lifetime of the objects here
#jira UE-38051
Change 3182851 on 2016/11/02 by Andrew.Rodham
Sequencer: Assert that a GetScriptStructImpl has been overridden correctly on templates
Change 3182852 on 2016/11/02 by Andrew.Rodham
Sequencer: Added 'Restore Animated State' command (CTRL+R) and button to sequencer toolbar
Change 3183161 on 2016/11/02 by Max.Preussner
Media: Added supported file extensions & URL schemes
Change 3183476 on 2016/11/02 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3185181 on 2016/11/03 by Max.Chen
Sequencer: Refactor general options button menu into play options and select options. Add Select Sections in Selection Range and Select All in Selection Range.
Fix issues with convert to spawanble and convert to possessable. Convert to possessable now deletes the spawn track so that it's not left lying around, which when deleted would end up deleting the converted possessable actor.
#jira UE-37854
Change 3185184 on 2016/11/03 by Max.Chen
Sequencer: Add hotkey to toggle camera cut track lock/unlock camera.
Change 3185409 on 2016/11/03 by Max.Chen
Sequencer: Fix crash in skeletal mesh section drawing.
#jira UE-38090
Change 3185444 on 2016/11/03 by Max.Chen
UMG: Expose label browser for UMG
Change 3185662 on 2016/11/03 by Max.Chen
Sequencer: Paste track fixes.
- Loosen restrictions on paste track destination. This allows the paste to operate on spawnables and on properties that don't have an explicit Set function.
- Allow pasting onto all types of tracks, not just property tracks.
- Fix when pasting the copied tracks onto multiple objects.
Tested pasting transform tracks from possessable to spawnables.
Tested pasting skeletal animation tracks from spawnable to possessables.
#jira UETOOL-1206
Change 3185920 on 2016/11/03 by Andrew.Porter
Adding test content for multiple audio video tracks.
Change 3186404 on 2016/11/03 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3187957 on 2016/11/04 by Max.Preussner
MediaAssets: Exposed CanPlaySource in BP
Change 3187988 on 2016/11/05 by Max.Preussner
Fixed documentation
Change 3188035 on 2016/11/05 by Max.Chen
Sequencer: Show camera name in cinematic viewport.
#jira UE-28115
Change 3188603 on 2016/11/07 by Max.Preussner
WmfMedia: Added missing nullptr check
Change 3188788 on 2016/11/07 by Max.Preussner
MediaPlayerEditor: Removed property buttons from PlatformMediaSource customization (UE-37948)
#jira UE-37948
Change 3188808 on 2016/11/07 by Max.Preussner
MediaAssets: Moved media player implementation into reusable class
Also moved overlay text handling into separate asset.
Change 3188919 on 2016/11/07 by Max.Preussner
Media: Changed the handling of invalid media and media that failed to open (UE-38014)
#jira UE-38014
Change 3189112 on 2016/11/07 by Max.Preussner
WmfMedia: Added rudimentary H.265 HEVC support for Windows 10 (UE-38324)
#jira UE-38324
Change 3189376 on 2016/11/07 by Max.Preussner
WmfMedia: Removed Windows specific code from factory module
Change 3189381 on 2016/11/07 by Max.Preussner
Atrac9Audio: Fixed log category
Change 3189497 on 2016/11/07 by Max.Preussner
Media: Added binary sinks support
Change 3189666 on 2016/11/07 by Max.Chen
Curve Editor: Add option to show time in frame numbers
#jira UE-27210
Change 3190339 on 2016/11/08 by Max.Preussner
MediaAssets: Removed SetDesiredPlayerName since the field is public
Change 3190342 on 2016/11/08 by Andrew.Porter
Adding sequencer test content for animation blueprint
Change 3190398 on 2016/11/08 by Max.Preussner
Media: Renamed binary tracks to metadata tracks
Change 3190458 on 2016/11/08 by andrew.porter
Updating Skeleton with new slots.
Change 3191167 on 2016/11/08 by Max.Chen
Sequencer: Fix crash in validating paste tracks buffer. Validate the tracks instead of actually pasting into temp.
#jira UE-38353
Change 3191336 on 2016/11/09 by Andrew.Rodham
Slate: Added the ability to set and retrieve a host tab manager from a details view
Change 3191338 on 2016/11/09 by Andrew.Rodham
Editor: Added the ability to extend default layouts
- FLayoutExtender can be used to provide basic tab layout extensions on default themes.
- This can be used by external plugins to inject tabs to other interfaces where necessary.
- Currently this is supported by the blueprint editor's unified component layout, and the level editor layout.
Change 3191346 on 2016/11/09 by Andrew.Rodham
Sequencer: Added new (experimental) ActorSequence module and editor
- Sequences can now be added to actors via the UActorSequenceComponent.
- An embedded sequencer will appear on details panels, with the option to break it out into a tab.
- Separated common playback elements from ULevelSequencePlayer into UMovieSceneSequencePlayer, from which specific players can derive.
- The majority of level editorintegration with sequencer has been separated out into a separate singleton class that can manage multiple sequencers.
- All movie scene data now defaults to instanced, such that it can be duplicated and instanced correctly.
- Added read-only mode for sequencer which is used for actor sequence components that come from a blueprint archetype to prevent erroneous editing.
Change 3191387 on 2016/11/09 by Andrew.Rodham
Orion: Fixed deprecation warnings
Change 3191388 on 2016/11/09 by Andrew.Rodham
Orion: Added dependency on MovieScene module
Change 3191403 on 2016/11/09 by Andrew.Rodham
Sequencer: Fix initialization order warning
Change 3191428 on 2016/11/09 by Andrew.Rodham
Sequencer: Added missing include
Change 3191510 on 2016/11/09 by Andrew.Rodham
Header include fixes
Change 3191599 on 2016/11/09 by Max.Chen
Sequencer: Add option to lock the playback range per movie scene. The toggle is stored as editor only and should be a saved value so that it can persist as the asset is passed from user to user.
#jira UE-34677
Change 3191664 on 2016/11/09 by Andrew.Rodham
Sequencer: Ensure keyframe handlers are only added once
Change 3192373 on 2016/11/09 by Max.Preussner
MediaAssets: Fixed regression: playlists no longer open
Change 3192408 on 2016/11/09 by Max.Preussner
MediaAssets: Fixed OpenPlaylistIndex crashing
Change 3192878 on 2016/11/09 by Max.Chen
Camera Rig: Fix log spam trying to unregister component.
#jira UE-38435
Change 3192989 on 2016/11/10 by Andrew.Rodham
Slate: Added constructor to appease old VS2013 compiler warning about non-constructible type
Change 3192991 on 2016/11/10 by Andrew.Rodham
Sequencer: Moved lambda out-of-line to fix static analysis warning
Change 3193420 on 2016/11/10 by Max.Preussner
MediaAssets: Replaced CopyToResolveTarget with new TransitionTarget API
Change 3193478 on 2016/11/10 by Max.Chen
Sequencer: Moved Fix Actor References back under the General Options menu.
Change 3193870 on 2016/11/10 by Max.Preussner
MediaPlayerEditor: Removed additional buttons in per-platform overrides (UE-37948)
#jira UE-37948
Change 3193873 on 2016/11/10 by Lina.Halper
- Sequencer fix with anim instance reinit
- Fixed TMap issue with memory by changing to pointer from ref.
#code review: Max.Chen
Change 3194184 on 2016/11/10 by Max.Chen
Sequencer: Only expand section when setting keys when there are keys. Otherwise if you set the default value while the time position is outside of the section range, the section will expand, which seems undesirable.
Change 3194187 on 2016/11/10 by Max.Chen
Sequencer: Backwards compatibility if a track no longer supports multiple rows, its sections are split to other duplicate tracks.
Change 3194191 on 2016/11/10 by Max.Chen
Sequencer: Add audio volume and pitch curves.
#jira UE-30009
Change 3194256 on 2016/11/10 by Max.Chen
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3194282 on 2016/11/10 by Max.Chen
Movie Capture: Add some frame rate bounds. Max frame rate for recording is 200. Min is 1.
#jira UE-38502
Change 3194355 on 2016/11/11 by Max.Chen
Sequencer: Minimum handle size for time slider scrubber.
#jira UE-34676
Change 3194767 on 2016/11/11 by Max.Chen
Sequencer: Mark duplicated tracks as changed so that their template gets regenerated.
Change 3195094 on 2016/11/11 by Max.Preussner
Media: Removing game thread dependencies
This change removes game thread dependencies from all media players so that we can use the media framework for startup movies where the game thread is block while loading the Engine. The players now have two new methods, TickPlayer and TickVideo, which need to be called from the external code that owns the players. On the Engine side, this is taken care of by UMediaPlayer, which calls TickPlayer from the game thread and TickVideo from the render thread. In startup movies, this will be taken care of by a special thread.
AvfMedia: This change does not fully remove game thread dependencies in AvfMediaPlayer yet. There are some async callbacks scheduled to execute on the game thread that need to be refactored. The execution of these events should be performed in TickPlayer instead.
All platform owners, please review these changes for your platform and make sure that everything still works. I have not had time to test all platforms yet.
Change 3195396 on 2016/11/11 by Max.Preussner
AvfMedia: Removed remaining game thread dependencies
Change 3195670 on 2016/11/11 by Max.Preussner
MediaUtils: Renamed function
Change 3195690 on 2016/11/11 by Max.Preussner
MediaAssets: MediaPlayerBase instance is now a field instead of pointer.
Change 3195802 on 2016/11/11 by Max.Preussner
Media: Removed UMediaPlayer::GetNativePlayer
Change 3195843 on 2016/11/11 by Max.Preussner
Kismet: Fixed non-unity
Change 3195851 on 2016/11/11 by Max.Preussner
Fixed typo.
Change 3195854 on 2016/11/11 by Max.Preussner
MediaUtils: Added missing forward declaration
Change 3195937 on 2016/11/11 by Max.Chen
Media: CIS Fix
Change 3196120 on 2016/11/13 by Max.Chen
Sequencer: Weight curve for skeletal animation section.
Changed skeletal template evaluation so that it works with multiple animation tracks. The shared track clears all the weights, the section gathers up all the data, and the shared track evaluates the data. Otherwise, the multiple track evaluations would conflict with each other in setting states back and forth.
#jira UE-38374, UEFW-128
Change 3196265 on 2016/11/13 by Max.Chen
Sequencer: Fix audio waveforms so that they're regenrated when audio start time is changed.
#jira UE-38543
Change 3196421 on 2016/11/14 by Andrew.Rodham
Sequencer: Fixed modified tracks not being written to the transaction buffer when replacing object bindings
#jira UE-38423
Change 3197131 on 2016/11/14 by Max.Chen
Sequencer: Null checks.
#jira UE-38570, UE-38593
Change 3197209 on 2016/11/14 by Max.Chen
Cine Camera: Reset focus smoothing interpolation on PostEditChangeProperty. This fixes an issue where if you enable focus smoothing, the manual focus distance that is input isn't used since the interpolation happens from the last current focus distance.
#jira UE-27055
Change 3198691 on 2016/11/15 by Max.Chen
Sequence Recorder: Optimize record transforms by setting all the keyframes at once. Also, added option to toggle removing redundant keyframes from the recorded tracks.
#jira UE-38489
Change 3198711 on 2016/11/15 by andrew.porter
Adding test content for MEdia Framework Track Switching.
Change 3199174 on 2016/11/15 by Lina.Halper
Sequencer backward compatibility fix with root motion
Make sure you could remove root motion fine
#jira : UE-38591
Change 3199260 on 2016/11/15 by tim.gautier
Updated QA-Media_TrackSwitch - changed Trigger Collision to only detect overlap from PlayerPawn
Change 3199663 on 2016/11/15 by Max.Chen
Anim Sequencer: Fix deprecation warning for bCanUseParallelUpdateAnimation. Updated to use bUseMultiThreadedAnimationUpdate.
Change 3199727 on 2016/11/15 by Max.Chen
Matinee to Level Sequence: Set default scale when converting matinee move tracks to sequencer.
#jira UE-38688
Change 3199847 on 2016/11/16 by Max.Chen
Sequencer: Add menu option to reduce keys of all sections in the current level sequence
Change 3200351 on 2016/11/16 by Max.Chen
Level Editor/Sequencer: Fixes to allow for component keyframing. The transform track operates on the components that changed, not the actor. The level editor viewport broadcasts begin/end movement on the components that changed.
#jira UE-38649, UE-38646
Change 3200474 on 2016/11/16 by Max.Chen
Sequencer: Move reduce keys to section context menu.
Change 3200888 on 2016/11/16 by Max.Chen
Sequencer: Clamp skeletal animation evaluation remapping of time to section bounds. This is necessary when evaluating nearest is enabled and the time is beyond the section bounds.
Also, set the shared track template to have higher priority so that it always clears/initializes weights before each section's template adds section params for evaluation.
Change 3201633 on 2016/11/17 by Max.Chen
Matinee to Level Sequence: Fix matinee 3d scale track conversion to level sequence.
Also, added paste matinee vector track to sequencer's vector track.
#jira UE-38688
Change 3202458 on 2016/11/17 by Max.Chen
Sequencer: Fix track editor commands getting unregistered when switching from one level sequence to another. The sequence of events is: track editor commands get bound when a level sequence is edited. When switching to another level sequence, the existing track editor is released after the new one is registered, causing the commands to ultimately get unbound.
#jira UE-38693
Change 3202606 on 2016/11/17 by Max.Chen
Actor Sequence: Null check in CanPossessObject for a component's owner.
#jira UE-38514
Change 3203522 on 2016/11/17 by Max.Chen
Sequencer: Audio start time deprecated in favor of start offset which is an offset into the audio clip. Also, limit the start offset to positive values since you can just crop into the audio clip by dragging the section's start time.
Audio track no longer supports multiple rows (should have been checked in along with the audio volume and pitch multiplier curves).
#jira UE-38549, UE-38554, UE-38547
Change 3203863 on 2016/11/18 by Andrew.Rodham
Engine: Ensure that world settings actor is considered by network object list when sorting the actor list for a level
Change 3203865 on 2016/11/18 by Andrew.Rodham
Sequencer: Fixed play rate track interaction between servers and clients
- The logic for evaluation was previously flawed (it would only run in editor builds). Play rate is now only evaluated on servers and standalone clients, with the time dilation being replicated to network clients.
Change 3203900 on 2016/11/18 by Andrew.Rodham
Sequencer: Changed CreateLevelSequencePlayer to create a transient level sequence actor
#jira UE-37277
Change 3205038 on 2016/11/18 by Max.Preussner
Slate: Corrected comment
Change 3205046 on 2016/11/18 by Max.Preussner
WmfMedia: Added missing nullptr check
#jira UE-38825
Change 3205073 on 2016/11/18 by Max.Chen
Sequencer: Fix audio upgrade case when start time is 0.
Change 3205277 on 2016/11/19 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Please take a look at SequencerEdMode.cpp and Sequencer.cpp. I ended up accepting latest Dev-Sequencer, which seemed to be the right thing to do.
Change 3205465 on 2016/11/20 by Max.Preussner
MovieScene: Fixed non-unity build
Change 3205467 on 2016/11/20 by Max.Preussner
Engine: Fixed spelling
Change 3206264 on 2016/11/21 by Max.Preussner
Kismet: Added missing forward declaration
Change 3206493 on 2016/11/21 by Max.Preussner
PS4Media: Added remaining changes for removing game thread dependencies
Change 3206512 on 2016/11/21 by Andrew.Porter
Adding test content to QAGame for Sequencer animation weight blending.
Change 3206529 on 2016/11/21 by Lina.Halper
Fixed anim notifes to work in Sequencer Instance
- Give proper delta in editor preview
- Make sure not to recreate AnimInstance
#jira: UE-38849
#code review:Max.Chen
Change 3206552 on 2016/11/21 by Max.Preussner
QAGame: Enabled looping by default
Change 3207462 on 2016/11/22 by andrew.porter
QAGame: updating QA-Sequencer with changes to animation blending test cases
Change 3207499 on 2016/11/22 by tim.gautier
Added Streaming Sources, added Streaming Source options for BP_MediaPlayer. Specified Media Option Categories with BP_MediaPlayer to clean up details panel.
#jira none
Change 3207571 on 2016/11/22 by Max.Chen
Curve Editor: Expose curve editor settings to Editor Preferences.
#jira UE-38907
Change 3207690 on 2016/11/22 by Max.Chen
Sequencer: Speculative crash fix for switching UMG animations.
#jira UE-29333
Change 3207744 on 2016/11/22 by tim.gautier
Removed unnecessary nodes from BP_MediaPlayer. Created a variable visible in the Details Panel to allow the user to specify a URL to Stream media without specifying a Source in-editor.
#jira none
Change 3207935 on 2016/11/22 by Max.Chen
Sequencer: Temporary fix for skeletal animation track scrubbing. Verified that anim notifies still fire when playing and scrubbing.
#jira UE-38964
Change 3207938 on 2016/11/22 by Max.Chen
Sequence Recorder: Set reduce keys back to true so that there's no change in current behavior. This should be toggled off for performance reasons but in general is nice to have reduced keys.
Change 3207950 on 2016/11/22 by Lina.Halper
- Fixed so that mesh space additive won't show up in sequencer
- Added warning if you change type later or existing ones
#jira: UE-38062?
Change 3208278 on 2016/11/22 by andrew.porter
QAGame: Adjusting level blueprint for test case.
Change 3208285 on 2016/11/22 by andrew.porter
QAGame: adding SequencerBP animation blueprint.
Change 3208538 on 2016/11/23 by Max.Chen
Actor Sequence: Fix plugin filename.
Change 3208916 on 2016/11/23 by Max.Chen
Sequencer: Fix material parameter initialization so that the value is retrieved from the material instance and not the parent material.
#jira UE-34317
Change 3208924 on 2016/11/23 by Max.Chen
Save As: Cancel should not save over the existing asset. It should just return.
Change 3208939 on 2016/11/23 by andrew.porter
QAGame: reset some content back to its default state for testing
Change 3209053 on 2016/11/23 by Max.Chen
Sequencer: Ensure the section id is unique.
Change 3209161 on 2016/11/23 by Max.Chen
Save As: Follow up fix for cancelling save as.
Change 3210540 on 2016/11/26 by Max.Preussner
WmfMedia: Reworked fallback stride calculations to fix issues with some exotic video formats
Change 3210546 on 2016/11/26 by Max.Preussner
WmfMedia: Fixed NV12 vertical buffer alignment
Change 3211567 on 2016/11/28 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Step 1 of 2
Change 3212408 on 2016/11/28 by Max.Preussner
Fixed fallout from Dev-Main merge
Change 3212456 on 2016/11/28 by Max.Preussner
ActorSequenceEditor: Removed monolithic header dependencies
Change 3212562 on 2016/11/28 by Max.Preussner
ActorSequenceEditor: Removed monolithic header usage
Change 3212649 on 2016/11/28 by Max.Chen
Fix CIS
Change 3212671 on 2016/11/28 by Max.Chen
Sequencer: Add option to restore to the pre animated state.
#jira UE-38862
#2953
Change 3212672 on 2016/11/28 by Max.Chen
Sequencer: Select object binding node corresponding to selected components and vice versa (select components in level when object binding node is selected)
Change 3212673 on 2016/11/28 by Max.Chen
Sequencer: Follow-up fix for component keyframing - key area needs to be updated by component.
#jira UE-38649
Change 3212676 on 2016/11/28 by Max.Chen
Level Editor: PostEditMove should only be called on the actor if it is moved.
#jira UE-38646
Change 3212688 on 2016/11/29 by Max.Chen
Sequencer: Force refresh event parameters customization when struct contents change but not a full refresh when struct child contents change.
#jira UE-39094
Change 3212831 on 2016/11/29 by Andrew.Rodham
Disabled ActorSequenceEditor plugin by default while it's experimental
Change 3213219 on 2016/11/29 by Max.Preussner
AvfMedia: Added missing include
Change 3213333 on 2016/11/29 by Andrew.Rodham
Sequencer: Added the ability to override bindings when playing back a level sequence on a level sequence actor
#jira UETOOL-746
Change 3213905 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214203 on 2016/11/29 by Michael.Gay
Some demo files to test Sequencer timing.
Change 3214205 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214548 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214564 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214567 on 2016/11/29 by Max.Chen
More IWYU fixes for Win32
Change 3214573 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214576 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214621 on 2016/11/30 by Max.Preussner
Atrac9Decoder: Fixed log category declaration
Change 3214630 on 2016/11/30 by Max.Preussner
More IWYU fixes
Change 3214747 on 2016/11/30 by Andrew.Rodham
Sequencer: Fixed shadow variable
Change 3214957 on 2016/11/30 by Andrew.Rodham
Core: Changed Algo::Find to use TElementType
- This allows it to support c style arrays
Change 3215127 on 2016/11/30 by Andrew.Rodham
Sequencer: Made burn-in options and init settings instanced
- This ensures they work correctly when defined on archetypes and blueprints
#jira UE-38645
Change 3215754 on 2016/11/30 by Max.Chen
Sequencer: Fix skeletal animation track evaluating tracks in the wrong time space. Cache the evalulation time and weight value in each section's template and then execute with those values in the shared track's template.
#jira UE-39145
Change 3216603 on 2016/12/01 by Max.Chen
Sequencer: Set audio volume/pitch only if changed.
Change 3216613 on 2016/12/01 by Max.Chen
Sequencer: Add component selector when there are multiple components that have sockets. This fixes a crash when there are multiple components to attach to.
#jira UE-39167
Change 3217175 on 2016/12/01 by Max.Chen
Sequencer: Set skeletal animation track evaluation to be upper bound exclusive. This gives better behavior when two clips butt up against each other since the sections would overlap in time and evaluation would normalize they weighted contribution of each.
#jira UE-37184
Change 3217292 on 2016/12/01 by Max.Chen
Sequencer: Rework upgrading track rows to include overlapping sections. For skeletal animation sections, set weight values based on the evaluation bounds since there was no blending prior to 4.15.
Change 3217860 on 2016/12/01 by Max.Preussner
Media: Fall-through for media options
Change 3217965 on 2016/12/01 by Max.Preussner
MediaAssets: Renamed media option name
Change 3218470 on 2016/12/01 by Max.Chen
Sequencer: Fix start time deprecation value so that negative values are supported.
#jira UE-39259
Change 3218473 on 2016/12/01 by Max.Chen
Sequencer: Fix crash if start seq length is negative.
Change 3219021 on 2016/12/02 by Max.Chen
Sequencer: Add multiply and divide to transform box.
Change 3219374 on 2016/12/02 by Max.Chen
Sequencer: Teleport simulating components when moving them through the transform track. This fixes bugs with recording simulating actors (ie. vehicle game) where recorded actors don't playback with the recorded positions and there are warnings about attempting to move a fully simulated skeletal mesh.
#jira UE-38442, UE-38444, UE-38852
Change 3219638 on 2016/12/02 by Max.Preussner
Projects: Fixed error message
Change 3220584 on 2016/12/03 by Andrew.Rodham
Sequencer: Blueprint generated classes are now always removed from level sequences on load in the editor
- This ensures that old (and perhaps corrupt) BP generated classes are destroyed
#jira UE-39173
Change 3220585 on 2016/12/03 by Andrew.Rodham
Editor: Fix EditInstanceOnly properties that aren't variables on the generated class being editable in blueprints
Change 3220973 on 2016/12/04 by Max.Chen
Fix CIS
Change 3222833 on 2016/12/05 by Max.Chen
Sequencer: Fixed some recorded components not being generated.
#jira UE-34289
Change 3224450 on 2016/12/06 by Max.Chen
Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval.
#jira UE-39419
Change 3225301 on 2016/12/07 by Max.Preussner
AvfMedia: Added settings class
Change 3225304 on 2016/12/07 by Max.Preussner
Fixed typo
Change 3225723 on 2016/12/07 by Max.Preussner
Fixed typo.
Change 3225871 on 2016/12/07 by Max.Preussner
Forgot to check in
Change 3225932 on 2016/12/07 by Max.Preussner
Added missing header
Change 3226266 on 2016/12/07 by Max.Preussner
Media: Fixed various module dependencies
Change 3226451 on 2016/12/07 by Max.Preussner
Include fixes
Change 3226455 on 2016/12/07 by Max.Preussner
LevelSequence: Added missing include
Change 3227135 on 2016/12/08 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3227143 on 2016/12/08 by Max.Preussner
LevelSequencer: Added missing header
Change 3227731 on 2016/12/08 by Max.Preussner
LevelSequencer: Added missing include
Change 3228222 on 2016/12/08 by Max.Preussner
UBT: Fixed delay load library support for remote compilation to macOS
Change 3228266 on 2016/12/08 by Max.Preussner
PluginBrowser: Added missing includes
Change 3228755 on 2016/12/09 by Andrew.Rodham
Sequencer: Fixed copy-paste of event keys
- Also added a key-value iterator to TCurveInterface (both const and non-const)
#jira UE-39526
Change 3228777 on 2016/12/09 by Luke.Thatcher
[PLATFORM] [PS4] [!] Reimplement fixes from Fortnite for PS4 media framework in //UE4/Dev-Sequencer.
Based on Original CL 3227137
- Event callback from AvPlayer was enqueing the processing of events over to the player thread, so the "State" member of FPS4MediaPlayer doesn't get updated until the following frame. This breaks cases with multiple calls to SetRate within a single frame.
- Removed time check in FPS4MediavideoSampler::Tick. There are cases where the time check failed, even when a new frame was available from the AvPlayer libs. The video sampler now always calls sceAvPlayerGetVideoDataEx. This returns immediately if no frame data is available.
- FPS4MediaPlayer::Seek was failing if the video is in a playing/paused state. We now restart the stream if a seek command occurs after the video has stopped (e.g. due to EOF reached).
- Shared a single critical section between the FPS4MediaTracks, FPS4MediaVideoSampler and FPS4MediaPlayer objects. Fixes deadlocks between the decoder/player threads where each will be waiting on each others' critical section.
[~] Enabled debug warnings from AvPlayer library in non-shipping builds.
[~] Changed log levels of UE_LOGs to match their severity.
-------------------------
[!] Also, fixed rendering artifacts on videos using a cropping rectangle
- e.g. 1080p videos are actually decoded as 1920x1088, with an extra 8 pixels height, which contained garbage.
- We determine the final media texture size as the size of the cropping rectangle, and use modified UVs during the YCbCr->RGB converstion shader to do the mapping.
Change 3228793 on 2016/12/09 by Andrew.Rodham
Sequencer: Edits to actor sequences now correctly mark their parent blueprints for compilation
#jira UE-38723
Change 3228877 on 2016/12/09 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix track switching issues in PS4 media player.
- Sony's AvPlayer library does not support switching tracks (audio or video) on-the-fly after a stream has begun playback.
- The higher level UMediaPlayer enables track 0 automatically, which would be committed to the AvPlayer, and therefore lock out other streams.
- Actual track selection is now deferred until the stream is started, after which changing tracks is prohibited.
- Tracks must be selected before calling SetRate for the first time.
#jira UE-37225
Change 3229501 on 2016/12/09 by Max.Preussner
Media: Better display names for media player plug-ins
Change 3229515 on 2016/12/09 by Max.Preussner
MediaPlayerEditor: Sorting player plug-ins alphabetically; consistent display in both media player editor and media source customization
Change 3229716 on 2016/12/09 by andrew.porter
Adding PlayRate sequence to my dev folder
Change 3230554 on 2016/12/12 by Andrew.Rodham
Back out changelist 3220584
- Currently this causes actor instances to fail to load because they are instanced of dead classes. Need to think of a more robust solution here.
#jira UE-39398
Change 3230922 on 2016/12/12 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3232059 on 2016/12/12 by Max.Preussner
MediaUtils: Better error message for when no suitable media player plug-in was found
Change 3232097 on 2016/12/13 by Max.Preussner
Switch: Temp fix for borked folder name on case-sensitive platforms
Change 3232100 on 2016/12/13 by Max.Preussner
MediaAssets: Split up UMediaSource into UBaseMediaSource
Also added color space related properties
Change 3232101 on 2016/12/13 by Max.Preussner
Media: Started to implement support for color spaces
Change 3232119 on 2016/12/13 by Max.Preussner
MediaAssets: Fixed buffer not recreated if color space changed
Change 3232799 on 2016/12/13 by Max.Preussner
PS4Media: Fixed build
#jira UE-39706
Change 3233170 on 2016/12/13 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3233250 on 2016/12/13 by Max.Preussner
MediaPlayerEditor: Added separator in track menu
Change 3233309 on 2016/12/13 by andrew.porter
QAGame: Edited text render actors in QA-Media_TrackSwitch
Change 3233439 on 2016/12/13 by Chris.Babcock
Standardize Android media track DisplayName
Change 3233817 on 2016/12/13 by Chris.Babcock
Fix virtual keyboard EditableTextBox update when comitted text matches current text from change updates
#jira UE-39424
#ue4
#mobile
Change 3234421 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed nullptr crash
Change 3234423 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed incorrect copying of base-class from compiler rules
Change 3234429 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed empty space not being added between the last and penultimate segments when required
#jira UE-39442
Change 3234635 on 2016/12/14 by Max.Preussner
MediaAssets: Exposed UTexture properties in UMediaTexture
Change 3234681 on 2016/12/14 by Max.Preussner
MediaAssets: Made MediaTextureResources support -onethread
Change 3234878 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed crash with "Evaluate Sub Sequences in Isolation" enabled
- This occurred when there were tracks at the root level of the sub sequence, because it would incorrectly hash in the parent ID, rather than just using it directly
Change 3234901 on 2016/12/14 by Max.Preussner
MediaPlayerEditor: Detail customization improvements
Change 3235275 on 2016/12/14 by Chris.Babcock
Fix WMF stream ordering to match other players
#jira UE-39703
#ue4
#mediaframework
Change 3235390 on 2016/12/14 by Max.Preussner
DesktopPlatform: Added IniPlatformName to FPlatformInfo; fixed up indentation
Change 3235402 on 2016/12/14 by Max.Preussner
MediaAssets: Fixed platform player name overrides ignored in packaged builds (UE-39771)
#jira UE-39771
Change 3235667 on 2016/12/14 by Max.Preussner
Media: Moved enums into separate header file, so they can be shared
Change 3235984 on 2016/12/14 by Max.Preussner
Back out changelist 3235667
Change 3236040 on 2016/12/14 by Max.Preussner
Core: Added modulus operator to FTimespan
Change 3236139 on 2016/12/15 by Max.Preussner
Core: Added FTimespan::IsZero
Change 3236527 on 2016/12/15 by Max.Preussner
Fixed initialization order
Change 3237101 on 2016/12/15 by Andrew.Rodham
Sequencer: Skeletal animation and audio tracks now support multiple rows again.
- In practice there were too many edge-cases to account for whilst considering backwards compatability
- The impossible scenario was 2 sections on different rows, but evaluating nearest section - this cannot be represented as separate tracks.
- Reorganised animation runtime template to use execution tokens rather than ::Initialize to ensure that animation operates correctly on the first frame for spawned objects
#jira UE-39442
#jira UE-39725
Change 3237213 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed crash when setting event key properties
#jira UE-39347
Change 3237255 on 2016/12/15 by Chris.Babcock
Fix Multi with ETC2 and PVRTC selecting ES3.0 instead of 2.0
#jira UE-39839
#ue4
#android
Change 3237294 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed shadowed variable warnings
Change 3237366 on 2016/12/15 by Max.Preussner
Media: Removed color space changes; we'll do these in material graphs instead
Change 3237436 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed montages not being stopped for specific animation slots when animation sections were no longer evaluated
#jira UE-39847
Change 3237458 on 2016/12/15 by Andrew.Rodham
Sequencer: Always force regeneration of templates when PIE to eliminate the posibility of combining stale data
Change 3237516 on 2016/12/15 by Max.Preussner
Media: Attempting to fix Crash in fortnite just before exiting onboarding (UE-39841)
#jira UE-39841
Change 3237532 on 2016/12/15 by Max.Preussner
Added missing scope lock
Change 3237991 on 2016/12/16 by Max.Preussner
PS4Media: Fixed build
[CL 3238204 by Max Preussner in Main branch]
2016-12-16 11:17:44 -05:00
Text . AppendLine ( "\t<!-- Supported texture compression formats (cooked) -->" ) ;
if ( bETC2Enabled & & ! bOnlyETC2Enabled )
{
Text . AppendLine ( "\t<supports-gl-texture android:name=\"GL_COMPRESSED_RGB8_ETC2\" />" ) ;
Text . AppendLine ( "\t<supports-gl-texture android:name=\"GL_COMPRESSED_RGBA8_ETC2_EAC\" />" ) ;
}
if ( bDXTEnabled )
{
Text . AppendLine ( "\t<supports-gl-texture android:name=\"GL_EXT_texture_compression_dxt1\" />" ) ;
Text . AppendLine ( "\t<supports-gl-texture android:name=\"GL_EXT_texture_compression_s3tc\" />" ) ;
Text . AppendLine ( "\t<supports-gl-texture android:name=\"GL_NV_texture_compression_s3tc\" />" ) ;
}
if ( bASTCEnabled )
{
Text . AppendLine ( "\t<supports-gl-texture android:name=\"GL_KHR_texture_compression_astc_ldr\" />" ) ;
}
2016-09-07 17:04:11 -04:00
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
}
2015-09-30 18:10:41 -04:00
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Text . AppendLine ( "</manifest>" ) ;
2015-09-30 18:10:41 -04:00
// allow plugins to modify final manifest HERE
2015-12-10 16:56:55 -05:00
XDocument XDoc ;
try
{
XDoc = XDocument . Parse ( Text . ToString ( ) ) ;
}
catch ( Exception e )
{
throw new BuildException ( "AndroidManifest.xml is invalid {0}\n{1}" , e , Text . ToString ( ) ) ;
}
2015-09-30 18:10:41 -04:00
2021-11-18 14:37:34 -05:00
UPL ! . ProcessPluginNode ( Arch , "androidManifestUpdates" , "" , ref XDoc ) ;
2015-12-10 16:56:55 -05:00
return XDoc . ToString ( ) ;
2015-09-30 18:10:41 -04:00
}
2015-12-10 16:56:55 -05:00
private string GenerateProguard ( string Arch , string EngineSourcePath , string GameBuildFilesPath )
2015-09-30 18:10:41 -04:00
{
StringBuilder Text = new StringBuilder ( ) ;
string ProguardFile = Path . Combine ( EngineSourcePath , "proguard-project.txt" ) ;
if ( File . Exists ( ProguardFile ) )
{
foreach ( string Line in File . ReadAllLines ( ProguardFile ) )
{
Text . AppendLine ( Line ) ;
}
}
string ProguardAdditionsFile = Path . Combine ( GameBuildFilesPath , "ProguardAdditions.txt" ) ;
if ( File . Exists ( ProguardAdditionsFile ) )
{
foreach ( string Line in File . ReadAllLines ( ProguardAdditionsFile ) )
{
Text . AppendLine ( Line ) ;
}
}
2015-12-10 16:56:55 -05:00
// add plugin additions
2021-11-18 14:37:34 -05:00
return UPL ! . ProcessPluginNode ( Arch , "proguardAdditions" , Text . ToString ( ) ) ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
}
2021-02-02 17:21:35 -04:00
private void ValidateGooglePlay ( string UnrealBuildPath )
2016-01-22 08:13:18 -05:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
2016-01-22 08:13:18 -05:00
bool bEnableGooglePlaySupport ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bEnableGooglePlaySupport" , out bEnableGooglePlaySupport ) ;
if ( ! bEnableGooglePlaySupport )
{
// do not need to do anything; it is fine
return ;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
string IniAppId ;
bool bInvalidIniAppId = false ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "GamesAppID" , out IniAppId ) ;
//validate the value found in the AndroidRuntimeSettings
Int64 Value ;
if ( IniAppId . Length = = 0 | | ! Int64 . TryParse ( IniAppId , out Value ) )
{
bInvalidIniAppId = true ;
}
bool bInvalid = false ;
string ReplacementId = "" ;
2021-02-02 17:21:35 -04:00
String Filename = Path . Combine ( UnrealBuildPath , "res" , "values" , "GooglePlayAppID.xml" ) ;
2016-01-22 08:13:18 -05:00
if ( File . Exists ( Filename ) )
{
string [ ] FileContent = File . ReadAllLines ( Filename ) ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
int LineIndex = - 1 ;
2016-01-22 08:13:18 -05:00
foreach ( string Line in FileContent )
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
+ + LineIndex ;
2016-01-22 08:13:18 -05:00
int StartIndex = Line . IndexOf ( "\"app_id\">" ) ;
if ( StartIndex < 0 )
continue ;
StartIndex + = 9 ;
int EndIndex = Line . IndexOf ( "</string>" ) ;
if ( EndIndex < 0 )
continue ;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
string XmlAppId = Line . Substring ( StartIndex , EndIndex - StartIndex ) ;
//validate that the AppId matches the .ini value for the GooglePlay AppId, assuming it's valid
if ( ! bInvalidIniAppId & & IniAppId . CompareTo ( XmlAppId ) ! = 0 )
2016-01-22 08:13:18 -05:00
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Log . TraceInformation ( "Replacing Google Play AppID in GooglePlayAppID.xml with AndroidRuntimeSettings .ini value" ) ;
bInvalid = true ;
ReplacementId = IniAppId ;
}
else if ( XmlAppId . Length = = 0 | | ! Int64 . TryParse ( XmlAppId , out Value ) )
{
Log . TraceWarning ( "\nWARNING: GooglePlay Games App ID is invalid! Replacing it with \"1\"" ) ;
//write file with something which will fail but not cause an exception if executed
bInvalid = true ;
ReplacementId = "1" ;
}
if ( bInvalid )
{
// remove any read only flags if invalid so it can be replaced
FileInfo DestFileInfo = new FileInfo ( Filename ) ;
DestFileInfo . Attributes = DestFileInfo . Attributes & ~ FileAttributes . ReadOnly ;
//preserve the rest of the file, just fix up this line
string NewLine = Line . Replace ( "\"app_id\">" + XmlAppId + "</string>" , "\"app_id\">" + ReplacementId + "</string>" ) ;
FileContent [ LineIndex ] = NewLine ;
File . WriteAllLines ( Filename , FileContent ) ;
2016-01-22 08:13:18 -05:00
}
break ;
}
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
else
2016-01-22 08:13:18 -05:00
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
string NewAppId ;
// if we don't have an appID to use from the config, write file with something which will fail but not cause an exception if executed
if ( bInvalidIniAppId )
{
Log . TraceWarning ( "\nWARNING: Creating GooglePlayAppID.xml using a Google Play AppID of \"1\" because there was no valid AppID in AndroidRuntimeSettings!" ) ;
NewAppId = "1" ;
}
else
{
Log . TraceInformation ( "Creating GooglePlayAppID.xml with AndroidRuntimeSettings .ini value" ) ;
NewAppId = IniAppId ;
}
2016-01-22 08:13:18 -05:00
2018-06-26 08:42:47 -04:00
File . WriteAllText ( Filename , XML_HEADER + "\n<resources>\n\t<string name=\"app_id\">" + NewAppId + "</string>\n</resources>\n" ) ;
2016-01-22 08:13:18 -05:00
}
}
2015-07-14 11:53:53 -04:00
private bool FilesAreDifferent ( string SourceFilename , string DestFilename )
{
// source must exist
FileInfo SourceInfo = new FileInfo ( SourceFilename ) ;
if ( ! SourceInfo . Exists )
{
throw new BuildException ( "Can't make an APK without file [{0}]" , SourceFilename ) ;
}
// different if destination doesn't exist
FileInfo DestInfo = new FileInfo ( DestFilename ) ;
if ( ! DestInfo . Exists )
{
return true ;
}
// file lengths differ?
if ( SourceInfo . Length ! = DestInfo . Length )
{
return true ;
}
// validate timestamps
TimeSpan Diff = DestInfo . LastWriteTimeUtc - SourceInfo . LastWriteTimeUtc ;
if ( Diff . TotalSeconds < - 1 | | Diff . TotalSeconds > 1 )
{
return true ;
}
// could check actual bytes just to be sure, but good enough
return false ;
}
2020-02-12 13:27:19 -05:00
private bool FilesAreIdentical ( string SourceFilename , string DestFilename )
{
// source must exist
FileInfo SourceInfo = new FileInfo ( SourceFilename ) ;
if ( ! SourceInfo . Exists )
{
throw new BuildException ( "Can't make an APK without file [{0}]" , SourceFilename ) ;
}
// different if destination doesn't exist
FileInfo DestInfo = new FileInfo ( DestFilename ) ;
if ( ! DestInfo . Exists )
{
return false ;
}
// file lengths differ?
if ( SourceInfo . Length ! = DestInfo . Length )
{
return false ;
}
2020-04-09 11:50:37 -04:00
using ( FileStream SourceStream = new FileStream ( SourceFilename , FileMode . Open , FileAccess . Read , FileShare . Read ) )
using ( FileStream DestStream = new FileStream ( DestFilename , FileMode . Open , FileAccess . Read , FileShare . Read ) )
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{
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using ( BinaryReader SourceReader = new BinaryReader ( SourceStream ) )
using ( BinaryReader DestReader = new BinaryReader ( DestStream ) )
2020-02-12 13:27:19 -05:00
{
2020-04-09 11:50:37 -04:00
bool bEOF = false ;
while ( ! bEOF )
{
byte [ ] SourceData = SourceReader . ReadBytes ( 32768 ) ;
if ( SourceData . Length = = 0 )
{
bEOF = true ;
break ;
}
2020-02-12 13:27:19 -05:00
2020-04-09 11:50:37 -04:00
byte [ ] DestData = DestReader . ReadBytes ( 32768 ) ;
if ( ! SourceData . SequenceEqual ( DestData ) )
{
return false ;
}
}
return true ;
2020-02-12 13:27:19 -05:00
}
}
2020-04-09 11:50:37 -04:00
2020-02-12 13:27:19 -05:00
}
2019-02-27 11:57:17 -05:00
private bool RequiresOBB ( bool bDisallowPackageInAPK , string OBBLocation )
{
if ( bDisallowPackageInAPK )
{
Log . TraceInformation ( "APK contains data." ) ;
return false ;
}
else if ( ! String . IsNullOrEmpty ( Environment . GetEnvironmentVariable ( "uebp_LOCAL_ROOT" ) ) )
{
Log . TraceInformation ( "On build machine." ) ;
return true ;
}
else
{
Log . TraceInformation ( "Looking for OBB." ) ;
return File . Exists ( OBBLocation ) ;
}
}
2016-06-23 16:41:43 -04:00
2017-07-21 21:01:33 -04:00
private bool CreateRunGradle ( string GradlePath )
{
string RunGradleBatFilename = Path . Combine ( GradlePath , "rungradle.bat" ) ;
// check for an unused drive letter
string UnusedDriveLetter = "" ;
bool bFound = true ;
DriveInfo [ ] AllDrives = DriveInfo . GetDrives ( ) ;
for ( char DriveLetter = 'Z' ; DriveLetter > = 'A' ; DriveLetter - - )
{
UnusedDriveLetter = Char . ToString ( DriveLetter ) + ":" ;
bFound = false ;
for ( int DriveIndex = AllDrives . Length - 1 ; DriveIndex > = 0 ; DriveIndex - - )
{
if ( AllDrives [ DriveIndex ] . Name . ToUpper ( ) . StartsWith ( UnusedDriveLetter ) )
{
bFound = true ;
break ;
}
}
if ( ! bFound )
{
break ;
}
}
if ( bFound )
{
Log . TraceInformation ( "\nUnable to apply subst, using gradlew.bat directly (all drive letters in use!)" ) ;
return false ;
}
Log . TraceInformation ( "\nCreating rungradle.bat to work around commandline length limit (using unused drive letter {0})" , UnusedDriveLetter ) ;
// make sure rungradle.bat isn't read-only
if ( File . Exists ( RunGradleBatFilename ) )
{
FileAttributes Attribs = File . GetAttributes ( RunGradleBatFilename ) ;
if ( Attribs . HasFlag ( FileAttributes . ReadOnly ) )
{
File . SetAttributes ( RunGradleBatFilename , Attribs & ~ FileAttributes . ReadOnly ) ;
}
}
2019-10-11 15:33:31 -04:00
// generate new rungradle.bat with an unused drive letter for subst
2017-07-21 21:01:33 -04:00
string RunGradleBatText =
"@echo off\n" +
"setlocal\n" +
"set GRADLEPATH=%~dp0\n" +
"set GRADLE_CMD_LINE_ARGS=\n" +
":setupArgs\n" +
"if \"\"%1\"\"==\"\"\"\" goto doneStart\n" +
"set GRADLE_CMD_LINE_ARGS=%GRADLE_CMD_LINE_ARGS% %1\n" +
"shift\n" +
"goto setupArgs\n\n" +
":doneStart\n" +
"subst " + UnusedDriveLetter + " \"%CD%\"\n" +
"pushd " + UnusedDriveLetter + "\n" +
"call \"%GRADLEPATH%\\gradlew.bat\" %GRADLE_CMD_LINE_ARGS%\n" +
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"set GRADLEERROR=%ERRORLEVEL%\n" +
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"popd\n" +
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"subst " + UnusedDriveLetter + " /d\n" +
"exit /b %GRADLEERROR%\n" ;
2017-07-21 21:01:33 -04:00
File . WriteAllText ( RunGradleBatFilename , RunGradleBatText ) ;
return true ;
}
2017-06-16 20:17:59 -04:00
private bool GradleEnabled ( )
{
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
bool bEnableGradle = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bEnableGradle" , out bEnableGradle ) ;
return bEnableGradle ;
}
2020-02-12 13:27:19 -05:00
private bool BundleEnabled ( )
{
2021-02-03 14:57:28 -04:00
if ( ForceAPKGeneration )
{
return false ;
}
2020-02-12 13:27:19 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
bool bEnableBundle = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bEnableBundle" , out bEnableBundle ) ;
return bEnableBundle ;
}
2017-06-16 20:17:59 -04:00
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
private bool IsLicenseAgreementValid ( )
{
string LicensePath = Environment . ExpandEnvironmentVariables ( "%ANDROID_HOME%/licenses" ) ;
// directory must exist
if ( ! Directory . Exists ( LicensePath ) )
{
Log . TraceInformation ( "Directory doesn't exist {0}" , LicensePath ) ;
return false ;
}
// license file must exist
string LicenseFilename = Path . Combine ( LicensePath , "android-sdk-license" ) ;
if ( ! File . Exists ( LicenseFilename ) )
{
Log . TraceInformation ( "File doesn't exist {0}" , LicenseFilename ) ;
return false ;
}
// ignore contents of hash for now (Gradle will report if it isn't valid)
return true ;
}
2020-02-12 13:27:19 -05:00
private void GetMinTargetSDKVersions ( AndroidToolChain ToolChain , string Arch , UnrealPluginLanguage UPL , string NDKArch , bool bEnableBundle , out int MinSDKVersion , out int TargetSDKVersion , out int NDKLevelInt )
2019-02-27 11:57:17 -05:00
{
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
Ini . GetInt32 ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "MinSDKVersion" , out MinSDKVersion ) ;
2019-03-28 15:24:27 -04:00
TargetSDKVersion = MinSDKVersion ;
2019-02-27 11:57:17 -05:00
Ini . GetInt32 ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "TargetSDKVersion" , out TargetSDKVersion ) ;
2019-05-03 10:01:29 -04:00
// Check for targetSDKOverride from UPL
string TargetOverride = UPL . ProcessPluginNode ( NDKArch , "targetSDKOverride" , "" ) ;
if ( ! String . IsNullOrEmpty ( TargetOverride ) )
{
int OverrideInt = 0 ;
if ( int . TryParse ( TargetOverride , out OverrideInt ) )
{
TargetSDKVersion = OverrideInt ;
}
}
2021-05-12 18:10:03 -04:00
if ( ( ToolChain . BuildWithSanitizer ( ) ! = AndroidToolChain . ClangSanitizer . None ) & & ( MinSDKVersion < 27 ) )
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{
MinSDKVersion = 27 ;
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Log . TraceInformation ( "Fixing minSdkVersion; requires minSdkVersion of {0} for Clang's Sanitizers" , MinSDKVersion ) ;
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}
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if ( bEnableBundle & & MinSDKVersion < MinimumSDKLevelForBundle )
{
MinSDKVersion = MinimumSDKLevelForBundle ;
Log . TraceInformation ( "Fixing minSdkVersion; requires minSdkVersion of {0} for App Bundle support" , MinimumSDKLevelForBundle ) ;
}
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// Make sure minSdkVersion is at least 13 (need this for appcompat-v13 used by AndroidPermissions)
// this may be changed by active plugins (Google Play Services 11.0.4 needs 14 for example)
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if ( MinSDKVersion < MinimumSDKLevelForGradle )
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{
MinSDKVersion = MinimumSDKLevelForGradle ;
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Log . TraceInformation ( "Fixing minSdkVersion; requires minSdkVersion of {0} with Gradle based on active plugins" , MinimumSDKLevelForGradle ) ;
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}
// 64-bit targets must be android-21 or higher
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NDKLevelInt = ToolChain . GetNdkApiLevelInt ( ) ;
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if ( NDKLevelInt < 21 )
{
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// 21 is requred for GL ES3.1
NDKLevelInt = 21 ;
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}
// fix up the MinSdkVersion
if ( NDKLevelInt > 19 )
{
if ( MinSDKVersion < 21 )
{
MinSDKVersion = 21 ;
Log . TraceInformation ( "Fixing minSdkVersion; NDK level above 19 requires minSdkVersion of 21 (arch={0})" , Arch . Substring ( 1 ) ) ;
}
}
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if ( TargetSDKVersion < MinSDKVersion )
{
TargetSDKVersion = MinSDKVersion ;
}
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}
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private void CreateGradlePropertiesFiles ( string Arch , int MinSDKVersion , int TargetSDKVersion , string CompileSDKVersion , string BuildToolsVersion , string PackageName ,
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string? DestApkName , string NDKArch , string UnrealBuildFilesPath , string GameBuildFilesPath , string UnrealBuildGradleAppPath , string UnrealBuildPath , string UnrealBuildGradlePath ,
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bool bForDistribution , bool bIsEmbedded , List < string > OBBFiles )
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{
// Create gradle.properties
StringBuilder GradleProperties = new StringBuilder ( ) ;
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int StoreVersion = GetStoreVersion ( GetUnrealArch ( NDKArch ) ) ;
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string VersionDisplayName = GetVersionDisplayName ( bIsEmbedded ) ;
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ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
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bool bEnableUniversalAPK = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bEnableUniversalAPK" , out bEnableUniversalAPK ) ;
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GradleProperties . AppendLine ( "org.gradle.daemon=false" ) ;
GradleProperties . AppendLine ( "org.gradle.jvmargs=-XX:MaxHeapSize=4096m -Xmx9216m" ) ;
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GradleProperties . AppendLine ( "android.injected.testOnly=false" ) ;
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GradleProperties . AppendLine ( "android.useAndroidX=true" ) ;
GradleProperties . AppendLine ( "android.enableJetifier=true" ) ;
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GradleProperties . AppendLine ( string . Format ( "COMPILE_SDK_VERSION={0}" , CompileSDKVersion ) ) ;
GradleProperties . AppendLine ( string . Format ( "BUILD_TOOLS_VERSION={0}" , BuildToolsVersion ) ) ;
GradleProperties . AppendLine ( string . Format ( "PACKAGE_NAME={0}" , PackageName ) ) ;
GradleProperties . AppendLine ( string . Format ( "MIN_SDK_VERSION={0}" , MinSDKVersion . ToString ( ) ) ) ;
GradleProperties . AppendLine ( string . Format ( "TARGET_SDK_VERSION={0}" , TargetSDKVersion . ToString ( ) ) ) ;
GradleProperties . AppendLine ( string . Format ( "STORE_VERSION={0}" , StoreVersion . ToString ( ) ) ) ;
GradleProperties . AppendLine ( string . Format ( "VERSION_DISPLAY_NAME={0}" , VersionDisplayName ) ) ;
if ( DestApkName ! = null )
{
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GradleProperties . AppendLine ( string . Format ( "OUTPUT_PATH={0}" , Path . GetDirectoryName ( DestApkName ) ! . Replace ( "\\" , "/" ) ) ) ;
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GradleProperties . AppendLine ( string . Format ( "OUTPUT_FILENAME={0}" , Path . GetFileName ( DestApkName ) ) ) ;
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string BundleFilename = Path . GetFileName ( DestApkName ) . Replace ( ".apk" , ".aab" ) ;
GradleProperties . AppendLine ( string . Format ( "OUTPUT_BUNDLEFILENAME={0}" , BundleFilename ) ) ;
if ( bEnableUniversalAPK )
{
string UniversalAPKFilename = Path . GetFileName ( DestApkName ) . Replace ( ".apk" , "_universal.apk" ) ;
GradleProperties . AppendLine ( "OUTPUT_UNIVERSALFILENAME=" + UniversalAPKFilename ) ;
}
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}
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int OBBFileIndex = 0 ;
GradleProperties . AppendLine ( string . Format ( "OBB_FILECOUNT={0}" , OBBFiles . Count ) ) ;
foreach ( string OBBFile in OBBFiles )
{
GradleProperties . AppendLine ( string . Format ( "OBB_FILE{0}={1}" , OBBFileIndex + + , OBBFile . Replace ( "\\" , "/" ) ) ) ;
}
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GradleProperties . AppendLine ( "ANDROID_TOOLS_BUILD_GRADLE_VERSION={0}" , ANDROID_TOOLS_BUILD_GRADLE_VERSION ) ;
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GradleProperties . AppendLine ( "BUNDLETOOL_JAR=" + Path . GetFullPath ( Path . Combine ( UnrealBuildFilesPath , ".." , "Prebuilt" , "bundletool" , BUNDLETOOL_JAR ) ) . Replace ( "\\" , "/" ) ) ;
GradleProperties . AppendLine ( "GENUNIVERSALAPK_JAR=" + Path . GetFullPath ( Path . Combine ( UnrealBuildFilesPath , ".." , "Prebuilt" , "GenUniversalAPK" , "bin" , "GenUniversalAPK.jar" ) ) . Replace ( "\\" , "/" ) ) ;
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// add any Gradle properties from UPL
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string GradlePropertiesUPL = UPL ! . ProcessPluginNode ( NDKArch , "gradleProperties" , "" ) ;
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GradleProperties . AppendLine ( GradlePropertiesUPL ) ;
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// Create abi.gradle
StringBuilder ABIGradle = new StringBuilder ( ) ;
ABIGradle . AppendLine ( "android {" ) ;
ABIGradle . AppendLine ( "\tdefaultConfig {" ) ;
ABIGradle . AppendLine ( "\t\tndk {" ) ;
ABIGradle . AppendLine ( string . Format ( "\t\t\tabiFilter \"{0}\"" , NDKArch ) ) ;
ABIGradle . AppendLine ( "\t\t}" ) ;
ABIGradle . AppendLine ( "\t}" ) ;
ABIGradle . AppendLine ( "}" ) ;
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string ABIGradleFilename = Path . Combine ( UnrealBuildGradleAppPath , "abi.gradle" ) ;
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File . WriteAllText ( ABIGradleFilename , ABIGradle . ToString ( ) ) ;
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StringBuilder GradleBuildAdditionsContent = new StringBuilder ( ) ;
GradleBuildAdditionsContent . AppendLine ( "apply from: 'aar-imports.gradle'" ) ;
GradleBuildAdditionsContent . AppendLine ( "apply from: 'projects.gradle'" ) ;
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GradleBuildAdditionsContent . AppendLine ( "apply from: 'abi.gradle'" ) ;
bool bEnableBundle , bBundleABISplit , bBundleLanguageSplit , bBundleDensitySplit ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bEnableBundle" , out bEnableBundle ) ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bBundleABISplit" , out bBundleABISplit ) ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bBundleLanguageSplit" , out bBundleLanguageSplit ) ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bBundleDensitySplit" , out bBundleDensitySplit ) ;
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GradleBuildAdditionsContent . AppendLine ( "android {" ) ;
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if ( ! ForceAPKGeneration & & bEnableBundle )
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{
GradleBuildAdditionsContent . AppendLine ( "\tbundle {" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\tabi { enableSplit = " + ( bBundleABISplit ? "true" : "false" ) + " }" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\tlanguage { enableSplit = " + ( bBundleLanguageSplit ? "true" : "false" ) + " }" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\tdensity { enableSplit = " + ( bBundleDensitySplit ? "true" : "false" ) + " }" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t}" ) ;
}
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if ( bForDistribution )
{
bool bDisableV2Signing = false ;
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if ( GetTargetOculusMobileDevices ( ) . Contains ( "Go" ) )
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{
bDisableV2Signing = true ;
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Log . TraceInformation ( "Disabling v2Signing for Oculus Go" ) ;
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}
string KeyAlias , KeyStore , KeyStorePassword , KeyPassword ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "KeyStore" , out KeyStore ) ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "KeyAlias" , out KeyAlias ) ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "KeyStorePassword" , out KeyStorePassword ) ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "KeyPassword" , out KeyPassword ) ;
if ( string . IsNullOrEmpty ( KeyStore ) | | string . IsNullOrEmpty ( KeyAlias ) | | string . IsNullOrEmpty ( KeyStorePassword ) )
{
throw new BuildException ( "DistributionSigning settings are not all set. Check the DistributionSettings section in the Android tab of Project Settings" ) ;
}
if ( string . IsNullOrEmpty ( KeyPassword ) | | KeyPassword = = "_sameaskeystore_" )
{
KeyPassword = KeyStorePassword ;
}
// Make sure the keystore file exists
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string KeyStoreFilename = Path . Combine ( UnrealBuildPath , KeyStore ) ;
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if ( ! File . Exists ( KeyStoreFilename ) )
{
throw new BuildException ( "Keystore file is missing. Check the DistributionSettings section in the Android tab of Project Settings" ) ;
}
GradleProperties . AppendLine ( string . Format ( "STORE_FILE={0}" , KeyStoreFilename . Replace ( "\\" , "/" ) ) ) ;
GradleProperties . AppendLine ( string . Format ( "STORE_PASSWORD={0}" , KeyStorePassword ) ) ;
GradleProperties . AppendLine ( string . Format ( "KEY_ALIAS={0}" , KeyAlias ) ) ;
GradleProperties . AppendLine ( string . Format ( "KEY_PASSWORD={0}" , KeyPassword ) ) ;
GradleBuildAdditionsContent . AppendLine ( "\tsigningConfigs {" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\trelease {" ) ;
GradleBuildAdditionsContent . AppendLine ( string . Format ( "\t\t\tstoreFile file('{0}')" , KeyStoreFilename . Replace ( "\\" , "/" ) ) ) ;
GradleBuildAdditionsContent . AppendLine ( string . Format ( "\t\t\tstorePassword '{0}'" , KeyStorePassword ) ) ;
GradleBuildAdditionsContent . AppendLine ( string . Format ( "\t\t\tkeyAlias '{0}'" , KeyAlias ) ) ;
GradleBuildAdditionsContent . AppendLine ( string . Format ( "\t\t\tkeyPassword '{0}'" , KeyPassword ) ) ;
if ( bDisableV2Signing )
{
GradleBuildAdditionsContent . AppendLine ( "\t\t\tv2SigningEnabled false" ) ;
}
GradleBuildAdditionsContent . AppendLine ( "\t\t}" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t}" ) ;
// Generate the Proguard file contents and write it
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string ProguardContents = GenerateProguard ( NDKArch , UnrealBuildFilesPath , GameBuildFilesPath ) ;
string ProguardFilename = Path . Combine ( UnrealBuildGradleAppPath , "proguard-rules.pro" ) ;
2019-02-27 11:57:17 -05:00
SafeDeleteFile ( ProguardFilename ) ;
File . WriteAllText ( ProguardFilename , ProguardContents ) ;
}
else
{
// empty just for Gradle not to complain
GradleProperties . AppendLine ( "STORE_FILE=" ) ;
GradleProperties . AppendLine ( "STORE_PASSWORD=" ) ;
GradleProperties . AppendLine ( "KEY_ALIAS=" ) ;
GradleProperties . AppendLine ( "KEY_PASSWORD=" ) ;
// empty just for Gradle not to complain
GradleBuildAdditionsContent . AppendLine ( "\tsigningConfigs {" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\trelease {" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\t}" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t}" ) ;
}
GradleBuildAdditionsContent . AppendLine ( "\tbuildTypes {" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\trelease {" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\t\tsigningConfig signingConfigs.release" ) ;
if ( GradlePropertiesUPL . Contains ( "DISABLE_MINIFY=1" ) )
{
GradleBuildAdditionsContent . AppendLine ( "\t\t\tminifyEnabled false" ) ;
}
else
{
GradleBuildAdditionsContent . AppendLine ( "\t\t\tminifyEnabled true" ) ;
}
if ( GradlePropertiesUPL . Contains ( "DISABLE_PROGUARD=1" ) )
{
GradleBuildAdditionsContent . AppendLine ( "\t\t\tuseProguard false" ) ;
}
else
{
GradleBuildAdditionsContent . AppendLine ( "\t\t\tproguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'" ) ;
}
GradleBuildAdditionsContent . AppendLine ( "\t\t}" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\tdebug {" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\t\tdebuggable true" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t\t}" ) ;
GradleBuildAdditionsContent . AppendLine ( "\t}" ) ;
GradleBuildAdditionsContent . AppendLine ( "}" ) ;
// Add any UPL app buildGradleAdditions
GradleBuildAdditionsContent . Append ( UPL . ProcessPluginNode ( NDKArch , "buildGradleAdditions" , "" ) ) ;
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string GradleBuildAdditionsFilename = Path . Combine ( UnrealBuildGradleAppPath , "buildAdditions.gradle" ) ;
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File . WriteAllText ( GradleBuildAdditionsFilename , GradleBuildAdditionsContent . ToString ( ) ) ;
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string GradlePropertiesFilename = Path . Combine ( UnrealBuildGradlePath , "gradle.properties" ) ;
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File . WriteAllText ( GradlePropertiesFilename , GradleProperties . ToString ( ) ) ;
// Add lint if requested (note depreciation warnings can be suppressed with @SuppressWarnings("deprecation")
string GradleBaseBuildAdditionsContents = "" ;
bool bEnableLint = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bEnableLint" , out bEnableLint ) ;
if ( bEnableLint )
{
GradleBaseBuildAdditionsContents =
"allprojects {\n" +
"\ttasks.withType(JavaCompile) {\n" +
"\t\toptions.compilerArgs << \"-Xlint:unchecked\" << \"-Xlint:deprecation\"\n" +
"\t}\n" +
"}\n\n" ;
}
// Create baseBuildAdditions.gradle from plugins baseBuildGradleAdditions
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string GradleBaseBuildAdditionsFilename = Path . Combine ( UnrealBuildGradlePath , "baseBuildAdditions.gradle" ) ;
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File . WriteAllText ( GradleBaseBuildAdditionsFilename , UPL . ProcessPluginNode ( NDKArch , "baseBuildGradleAdditions" , GradleBaseBuildAdditionsContents ) ) ;
// Create buildscriptAdditions.gradle from plugins buildscriptGradleAdditions
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string GradleBuildScriptAdditionsFilename = Path . Combine ( UnrealBuildGradlePath , "buildscriptAdditions.gradle" ) ;
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File . WriteAllText ( GradleBuildScriptAdditionsFilename , UPL . ProcessPluginNode ( NDKArch , "buildscriptGradleAdditions" , "" ) ) ;
}
private void MakeApk ( AndroidToolChain ToolChain , string ProjectName , TargetType InTargetType , string ProjectDirectory , string OutputPath , string EngineDirectory , bool bForDistribution , string CookFlavor ,
UnrealTargetConfiguration Configuration , bool bMakeSeparateApks , bool bIncrementalPackage , bool bDisallowPackagingDataInApk , bool bDisallowExternalFilesDir , bool bSkipGradleBuild )
2014-08-26 09:56:29 -04:00
{
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Log . TraceInformation ( "\n===={0}====PREPARING TO MAKE APK=================================================================" , DateTime . Now . ToString ( ) ) ;
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// Get list of all architecture and GPU targets for build
List < string > Arches = ToolChain . GetAllArchitectures ( ) ;
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// we do not need to really build an engine UnrealGame.apk so short-circuit it
2021-06-03 05:52:25 -04:00
if ( ! ForceAPKGeneration & & ProjectName = = "UnrealGame" & & OutputPath . Replace ( "\\" , "/" ) . Contains ( "/Engine/Binaries/Android/" ) & & Path . GetFileNameWithoutExtension ( OutputPath ) . StartsWith ( "UnrealGame" ) )
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{
if ( ! bSkipGradleBuild )
{
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/ *
2020-02-12 13:27:19 -05:00
IEnumerable < Tuple < string , string > > TargetList = null ;
TargetList = from Arch in Arches
from GPUArch in GPUArchitectures
select Tuple . Create ( Arch , GPUArch ) ;
string DestApkDirectory = Path . Combine ( ProjectDirectory , "Binaries/Android" ) ;
2020-09-11 15:54:42 -04:00
string ApkFilename = Path . GetFileNameWithoutExtension ( OutputPath ) . Replace ( "UnrealGame" , ProjectName ) ;
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foreach ( Tuple < string , string > target in TargetList )
{
string Arch = target . Item1 ;
string GPUArchitecture = target . Item2 ;
string DestApkName = Path . Combine ( DestApkDirectory , ApkFilename + ".apk" ) ;
DestApkName = AndroidToolChain . InlineArchName ( DestApkName , Arch , GPUArchitecture ) ;
// create a dummy APK if doesn't exist
if ( ! File . Exists ( DestApkName ) )
{
File . WriteAllText ( DestApkName , "dummyfile" ) ;
}
}
* /
}
Log . TraceInformation ( "APK generation not needed for project {0} with {1}" , ProjectName , OutputPath ) ;
Log . TraceInformation ( "\n===={0}====COMPLETED MAKE APK=======================================================================" , DateTime . Now . ToString ( ) ) ;
return ;
}
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if ( ! GradleEnabled ( ) )
{
throw new BuildException ( "Support for building APK without Gradle is depreciated; please update your project Engine.ini." ) ;
}
2021-11-18 14:37:34 -05:00
if ( UPL ! . GetLastError ( ) ! = null )
2018-11-13 23:40:18 -05:00
{
throw new BuildException ( "Cannot make APK with UPL errors" ) ;
}
2020-03-17 23:19:34 -04:00
// make sure it is cached (clear unused warning)
string EngineVersion = ReadEngineVersion ( ) ;
if ( EngineVersion = = null )
{
throw new BuildException ( "No engine version!" ) ;
}
2019-03-12 23:22:42 -04:00
2017-10-24 10:14:07 -04:00
SetMinimumSDKLevelForGradle ( ) ;
2019-10-11 15:33:31 -04:00
// Verify license agreement since we require Gradle
if ( ! IsLicenseAgreementValid ( ) )
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
2019-10-11 15:33:31 -04:00
throw new BuildException ( "Android SDK license file not found. Please agree to license in Android project settings in the editor." ) ;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
2018-10-24 16:08:30 -04:00
LogBuildSetup ( ) ;
2020-02-12 13:27:19 -05:00
// bundles disabled for launch-on
bool bEnableBundle = BundleEnabled ( ) & & ! bDisallowPackagingDataInApk ;
2018-06-26 08:42:47 -04:00
bool bIsBuildMachine = Environment . GetEnvironmentVariable ( "IsBuildMachine" ) = = "1" ;
2017-04-26 08:28:56 -04:00
// do this here so we'll stop early if there is a problem with the SDK API level (cached so later calls will return the same)
2019-10-11 15:33:31 -04:00
string SDKAPILevel = GetSdkApiLevel ( ToolChain ) ;
2017-10-24 10:14:07 -04:00
int SDKLevelInt = GetApiLevelInt ( SDKAPILevel ) ;
2019-10-11 15:33:31 -04:00
string BuildToolsVersion = GetBuildToolsVersion ( ) ;
2017-04-26 08:28:56 -04:00
2014-03-14 14:13:41 -04:00
// cache some tools paths
2021-06-08 17:01:47 -04:00
//string NDKBuildPath = Environment.ExpandEnvironmentVariables("%NDKROOT%/ndk-build" + (RuntimePlatform.IsWindows ? ".cmd" : ""));
2020-03-16 19:04:42 -04:00
//bool HasNDKPath = File.Exists(NDKBuildPath);
2014-03-14 14:13:41 -04:00
// set up some directory info
2019-03-11 15:12:02 -04:00
string IntermediateAndroidPath = Path . Combine ( ProjectDirectory , "Intermediate" , "Android" ) ;
2021-02-02 17:21:35 -04:00
string UnrealJavaFilePath = Path . Combine ( ProjectDirectory , "Build" , "Android" , GetUnrealJavaSrcPath ( ) ) ;
string UnrealBuildFilesPath = GetUnrealBuildFilePath ( EngineDirectory ) ;
string UnrealBuildFilesPath_NFL = GetUnrealBuildFilePath ( Path . Combine ( EngineDirectory , "Restricted/NotForLicensees" ) ) ;
string UnrealBuildFilesPath_NR = GetUnrealBuildFilePath ( Path . Combine ( EngineDirectory , "Restricted/NoRedist" ) ) ;
2019-03-11 15:12:02 -04:00
string GameBuildFilesPath = Path . Combine ( ProjectDirectory , "Build" , "Android" ) ;
2020-04-13 17:31:02 -04:00
string GameBuildFilesPath_NFL = Path . Combine ( Path . Combine ( ProjectDirectory , "Restricted/NotForLicensees" ) , "Build" , "Android" ) ;
string GameBuildFilesPath_NR = Path . Combine ( Path . Combine ( ProjectDirectory , "Restricted/NoRedist" ) , "Build" , "Android" ) ;
2020-02-12 13:27:19 -05:00
// get a list of unique NDK architectures enabled for build
List < string > NDKArches = new List < string > ( ) ;
foreach ( string Arch in Arches )
{
string NDKArch = GetNDKArch ( Arch ) ;
if ( ! NDKArches . Contains ( NDKArch ) )
{
NDKArches . Add ( NDKArch ) ;
}
}
2018-02-22 11:25:06 -05:00
2018-06-26 08:42:47 -04:00
// force create from scratch if on build machine
2019-03-11 15:12:02 -04:00
bool bCreateFromScratch = bIsBuildMachine ;
2021-08-03 11:56:47 -04:00
AndroidToolChain . ClangSanitizer Sanitizer = ToolChain . BuildWithSanitizer ( ) ;
2019-03-11 15:12:02 -04:00
// see if last time matches the skipGradle setting
string BuildTypeFilename = Path . Combine ( IntermediateAndroidPath , "BuildType.txt" ) ;
string BuildTypeID = bSkipGradleBuild ? "Embedded" : "Standalone" ;
2021-08-03 11:56:47 -04:00
if ( Sanitizer ! = AndroidToolChain . ClangSanitizer . None & & Sanitizer ! = AndroidToolChain . ClangSanitizer . HwAddress )
{
BuildTypeID + = Sanitizer . ToString ( ) + "Sanitizer" ;
}
2019-03-11 15:12:02 -04:00
if ( File . Exists ( BuildTypeFilename ) )
2018-06-26 08:42:47 -04:00
{
2019-03-11 15:12:02 -04:00
string BuildTypeContents = File . ReadAllText ( BuildTypeFilename ) ;
if ( BuildTypeID ! = BuildTypeContents )
{
2020-04-16 17:27:12 -04:00
Log . TraceInformation ( "Build type changed, forcing clean" ) ;
bCreateFromScratch = true ;
}
}
2021-02-03 20:49:27 -04:00
// force cleanup if older UE4 project
if ( File . Exists ( Path . Combine ( IntermediateAndroidPath , "arm64" , "jni" , "arm64-v8a" , "libUE4.so" ) ) | |
File . Exists ( Path . Combine ( IntermediateAndroidPath , "x64" , "jni" , "x86_64" , "libUE4.so" ) ) )
{
Log . TraceInformation ( "Old version of library .so found, forcing clean" ) ;
bCreateFromScratch = true ;
}
2020-04-16 17:27:12 -04:00
// check if the enabled plugins has changed
string PluginListFilename = Path . Combine ( IntermediateAndroidPath , "ActiveUPL.txt" ) ;
string PluginListContents = ActiveUPLFiles . ToString ( ) ;
if ( File . Exists ( PluginListFilename ) )
{
string PreviousPluginListContents = File . ReadAllText ( PluginListFilename ) ;
if ( PluginListContents ! = PreviousPluginListContents )
{
Log . TraceInformation ( "Active UPL files changed, forcing clean" ) ;
2019-03-11 15:12:02 -04:00
bCreateFromScratch = true ;
}
}
if ( bCreateFromScratch )
{
Log . TraceInformation ( "Cleaning {0}" , IntermediateAndroidPath ) ;
2018-06-26 08:42:47 -04:00
DeleteDirectory ( IntermediateAndroidPath ) ;
Directory . CreateDirectory ( IntermediateAndroidPath ) ;
}
2019-03-11 15:12:02 -04:00
if ( ! System . IO . Directory . Exists ( IntermediateAndroidPath ) )
{
System . IO . Directory . CreateDirectory ( IntermediateAndroidPath ) ;
}
2020-04-16 17:27:12 -04:00
// write enabled plugins list
File . WriteAllText ( PluginListFilename , PluginListContents ) ;
2019-03-11 15:12:02 -04:00
// write build type
File . WriteAllText ( BuildTypeFilename , BuildTypeID ) ;
2018-06-26 08:42:47 -04:00
2018-02-22 11:25:06 -05:00
// cache if we want data in the Apk
bool bPackageDataInsideApk = bDisallowPackagingDataInApk ? false : GetPackageDataInsideApk ( ) ;
bool bDisableVerifyOBBOnStartUp = DisableVerifyOBBOnStartUp ( ) ;
bool bUseExternalFilesDir = UseExternalFilesDir ( bDisallowExternalFilesDir ) ;
2015-07-22 06:06:03 -04:00
2015-09-24 12:37:21 -04:00
// Generate Java files
string PackageName = GetPackageName ( ProjectName ) ;
string TemplateDestinationBase = Path . Combine ( ProjectDirectory , "Build" , "Android" , "src" , PackageName . Replace ( '.' , Path . DirectorySeparatorChar ) ) ;
MakeDirectoryIfRequired ( TemplateDestinationBase ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
// We'll be writing the OBB data into the same location as the download service files
2021-02-02 17:21:35 -04:00
string UnrealOBBDataFileName = GetUnrealJavaOBBDataFileName ( TemplateDestinationBase ) ;
string UnrealDownloadShimFileName = GetUnrealJavaDownloadShimFileName ( UnrealJavaFilePath ) ;
2015-04-22 11:14:29 -04:00
2019-03-28 15:24:27 -04:00
// Template generated files
2021-02-02 17:21:35 -04:00
string JavaTemplateSourceDir = GetUnrealTemplateJavaSourceDir ( EngineDirectory ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
IEnumerable < TemplateFile > templates = from template in Directory . EnumerateFiles ( JavaTemplateSourceDir , "*.template" )
2015-09-24 12:37:21 -04:00
let RealName = Path . GetFileNameWithoutExtension ( template )
2021-11-18 14:37:34 -05:00
select new TemplateFile ( SourceFile : template , DestinationFile : GetUnrealTemplateJavaDestination ( TemplateDestinationBase , RealName ) ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
// Generate the OBB and Shim files here
string ObbFileLocation = ProjectDirectory + "/Saved/StagedBuilds/Android" + CookFlavor + ".obb" ;
2019-04-25 23:36:29 -04:00
string PatchFileLocation = ProjectDirectory + "/Saved/StagedBuilds/Android" + CookFlavor + ".patch.obb" ;
List < string > RequiredOBBFiles = new List < String > { ObbFileLocation } ;
if ( File . Exists ( PatchFileLocation ) )
{
RequiredOBBFiles . Add ( PatchFileLocation ) ;
}
2015-09-24 12:37:21 -04:00
2021-02-25 19:34:21 -04:00
if ( Arches . Count > 0 )
2020-08-11 01:36:57 -04:00
{
// Generate the OBBData.java file if out of date (can skip rewriting it if packaging inside Apk in some cases)
2021-02-25 19:34:21 -04:00
// Note: this may be replaced per architecture later if store version is different
2021-02-02 17:21:35 -04:00
WriteJavaOBBDataFile ( UnrealOBBDataFileName , PackageName , RequiredOBBFiles , CookFlavor , bPackageDataInsideApk , Arches [ 0 ] . Substring ( 1 ) ) ;
2020-08-11 01:36:57 -04:00
}
2015-09-24 12:37:21 -04:00
2015-09-30 18:10:41 -04:00
// Make sure any existing proguard file in project is NOT used (back it up)
string ProjectBuildProguardFile = Path . Combine ( GameBuildFilesPath , "proguard-project.txt" ) ;
if ( File . Exists ( ProjectBuildProguardFile ) )
{
string ProjectBackupProguardFile = Path . Combine ( GameBuildFilesPath , "proguard-project.backup" ) ;
File . Move ( ProjectBuildProguardFile , ProjectBackupProguardFile ) ;
}
2021-02-02 17:21:35 -04:00
WriteJavaDownloadSupportFiles ( UnrealDownloadShimFileName , templates , new Dictionary < string , string > {
2019-02-27 11:57:17 -05:00
{ "$$GameName$$" , ProjectName } ,
{ "$$PublicKey$$" , GetPublicKey ( ) } ,
{ "$$PackageName$$" , PackageName }
} ) ;
2015-04-22 11:14:29 -04:00
2015-09-24 12:37:21 -04:00
// Sometimes old files get left behind if things change, so we'll do a clean up pass
2020-02-12 13:27:19 -05:00
foreach ( string NDKArch in NDKArches )
2015-09-24 12:37:21 -04:00
{
2021-02-02 17:21:35 -04:00
string UnrealBuildPath = Path . Combine ( IntermediateAndroidPath , GetUnrealArch ( NDKArch ) . Substring ( 1 ) . Replace ( "-" , "_" ) ) ;
2020-02-12 13:27:19 -05:00
2015-09-24 12:37:21 -04:00
string CleanUpBaseDir = Path . Combine ( ProjectDirectory , "Build" , "Android" , "src" ) ;
2021-02-02 17:21:35 -04:00
string ImmediateBaseDir = Path . Combine ( UnrealBuildPath , "src" ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
IEnumerable < string > files = Directory . EnumerateFiles ( CleanUpBaseDir , "*.java" , SearchOption . AllDirectories ) ;
2015-07-22 06:06:03 -04:00
2015-09-24 12:37:21 -04:00
Log . TraceInformation ( "Cleaning up files based on template dir {0}" , TemplateDestinationBase ) ;
2015-07-22 06:06:03 -04:00
2015-12-10 16:56:55 -05:00
// Make a set of files that are okay to clean up
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
HashSet < string > cleanFiles = new HashSet < string > ( ) ;
2021-02-03 20:49:27 -04:00
cleanFiles . Add ( "DownloadShim.java" ) ;
2015-12-10 16:56:55 -05:00
cleanFiles . Add ( "OBBData.java" ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
foreach ( TemplateFile template in templates )
2015-12-10 16:56:55 -05:00
{
cleanFiles . Add ( Path . GetFileName ( template . DestinationFile ) ) ;
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
foreach ( string filename in files )
2015-09-24 12:37:21 -04:00
{
2021-02-03 20:49:27 -04:00
// keep the shim if it is in the right place
if ( filename = = UnrealDownloadShimFileName )
{
2015-09-24 12:37:21 -04:00
continue ;
2021-02-03 20:49:27 -04:00
}
2015-07-22 06:06:03 -04:00
2021-11-18 14:37:34 -05:00
string filePath = Path . GetDirectoryName ( filename ) ! ; // grab the file's path
2015-09-24 12:37:21 -04:00
if ( filePath ! = TemplateDestinationBase ) // and check to make sure it isn't the same as the Template directory we calculated earlier
{
2015-12-10 16:56:55 -05:00
// Only delete the files in the cleanup set
if ( ! cleanFiles . Contains ( Path . GetFileName ( filename ) ) )
continue ;
2017-05-26 21:14:07 -04:00
Log . TraceInformation ( "Cleaning up file {0}" , filename ) ;
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( filename , false ) ;
2015-07-22 06:06:03 -04:00
2021-10-12 21:21:22 -04:00
// Check to see if this file also exists in our target destination, and if so delete it too
2017-05-26 21:14:07 -04:00
string DestFilename = Path . Combine ( ImmediateBaseDir , Utils . MakePathRelativeTo ( filename , CleanUpBaseDir ) ) ;
if ( File . Exists ( DestFilename ) )
2015-09-24 12:37:21 -04:00
{
2017-05-26 21:14:07 -04:00
Log . TraceInformation ( "Cleaning up file {0}" , DestFilename ) ;
2018-06-26 08:42:47 -04:00
SafeDeleteFile ( DestFilename , false ) ;
2015-09-24 12:37:21 -04:00
}
}
}
2017-05-26 21:14:07 -04:00
// Directory clean up code (Build/Android/src)
try
2015-09-24 12:37:21 -04:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
IEnumerable < string > BaseDirectories = Directory . EnumerateDirectories ( CleanUpBaseDir , "*" , SearchOption . AllDirectories ) . OrderByDescending ( x = > x ) ;
foreach ( string directory in BaseDirectories )
2015-09-24 12:37:21 -04:00
{
2017-05-26 21:14:07 -04:00
if ( Directory . Exists ( directory ) & & Directory . GetFiles ( directory , "*.*" , SearchOption . AllDirectories ) . Count ( ) = = 0 )
{
Log . TraceInformation ( "Cleaning Directory {0} as empty." , directory ) ;
Directory . Delete ( directory , true ) ;
}
2015-09-24 12:37:21 -04:00
}
2017-05-26 21:14:07 -04:00
}
catch ( Exception )
{
// likely System.IO.DirectoryNotFoundException, ignore it
}
2015-07-22 06:06:03 -04:00
2017-05-26 21:14:07 -04:00
// Directory clean up code (Intermediate/APK/src)
try
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
IEnumerable < string > ImmediateDirectories = Directory . EnumerateDirectories ( ImmediateBaseDir , "*" , SearchOption . AllDirectories ) . OrderByDescending ( x = > x ) ;
foreach ( string directory in ImmediateDirectories )
2017-05-26 21:14:07 -04:00
{
if ( Directory . Exists ( directory ) & & Directory . GetFiles ( directory , "*.*" , SearchOption . AllDirectories ) . Count ( ) = = 0 )
{
Log . TraceInformation ( "Cleaning Directory {0} as empty." , directory ) ;
Directory . Delete ( directory , true ) ;
}
}
}
catch ( Exception )
{
// likely System.IO.DirectoryNotFoundException, ignore it
}
2015-09-24 12:37:21 -04:00
}
2015-07-22 06:06:03 -04:00
2014-11-11 17:23:44 -05:00
// check to see if any "meta information" is newer than last time we build
2019-06-06 17:25:10 -04:00
string TemplatesHashCode = GenerateTemplatesHashCode ( EngineDirectory ) ;
2020-02-12 13:27:19 -05:00
string CurrentBuildSettings = GetAllBuildSettings ( ToolChain , bForDistribution , bMakeSeparateApks , bPackageDataInsideApk , bDisableVerifyOBBOnStartUp , bUseExternalFilesDir , TemplatesHashCode ) ;
string BuildSettingsCacheFile = Path . Combine ( IntermediateAndroidPath , "UEBuildSettings.txt" ) ;
2014-11-11 17:23:44 -05:00
2020-06-23 18:40:00 -04:00
// Architecture remapping
Dictionary < string , string > ArchRemapping = new Dictionary < string , string > ( ) ;
ArchRemapping . Add ( "arm64-v8a" , "arm64" ) ;
ArchRemapping . Add ( "x86_64" , "x64" ) ;
2014-11-11 17:23:44 -05:00
// do we match previous build settings?
2015-05-27 09:21:57 -04:00
bool bBuildSettingsMatch = true ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
2015-09-24 12:37:21 -04:00
// get application name and whether it changed, needing to force repackage
2021-11-18 14:37:34 -05:00
string? ApplicationDisplayName ;
2020-06-23 18:40:00 -04:00
if ( CheckApplicationName ( Path . Combine ( IntermediateAndroidPath , ArchRemapping [ NDKArches [ 0 ] ] ) , ProjectName , out ApplicationDisplayName ) )
2015-05-15 16:10:14 -04:00
{
bBuildSettingsMatch = false ;
Log . TraceInformation ( "Application display name is different than last build, forcing repackage." ) ;
}
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
// if the manifest matches, look at other settings stored in a file
if ( bBuildSettingsMatch )
{
if ( File . Exists ( BuildSettingsCacheFile ) )
2014-11-11 17:23:44 -05:00
{
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
string PreviousBuildSettings = File . ReadAllText ( BuildSettingsCacheFile ) ;
2015-01-21 16:25:42 -05:00
if ( PreviousBuildSettings ! = CurrentBuildSettings )
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
{
2015-01-21 16:25:42 -05:00
bBuildSettingsMatch = false ;
- Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00
Log . TraceInformation ( "Previous .apk file(s) were made with different build settings, forcing repackage." ) ;
}
2014-11-11 17:23:44 -05:00
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
}
2014-11-11 17:23:44 -05:00
2019-02-27 11:57:17 -05:00
// only check input dependencies if the build settings already match (if we don't run gradle, there is no Apk file to check against)
if ( bBuildSettingsMatch & & ! bSkipGradleBuild )
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
{
// check if so's are up to date against various inputs
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
List < string > JavaFiles = new List < string > {
2021-02-02 17:21:35 -04:00
UnrealOBBDataFileName ,
UnrealDownloadShimFileName
2015-04-22 11:14:29 -04:00
} ;
2015-09-24 12:37:21 -04:00
// Add the generated files too
JavaFiles . AddRange ( from t in templates select t . SourceFile ) ;
JavaFiles . AddRange ( from t in templates select t . DestinationFile ) ;
2015-04-22 11:14:29 -04:00
2021-02-02 17:21:35 -04:00
bBuildSettingsMatch = CheckDependencies ( ToolChain , ProjectName , ProjectDirectory , UnrealBuildFilesPath , GameBuildFilesPath ,
2020-02-12 13:27:19 -05:00
EngineDirectory , JavaFiles , CookFlavor , OutputPath , bMakeSeparateApks , bPackageDataInsideApk ) ;
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
2014-04-02 18:09:23 -04:00
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
// Initialize UPL contexts for each architecture enabled
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UPL . Init ( NDKArches , bForDistribution , EngineDirectory , IntermediateAndroidPath , ProjectDirectory , Configuration . ToString ( ) , bSkipGradleBuild , bPerArchBuildDir : true , ArchRemapping : ArchRemapping ) ;
2015-12-10 16:56:55 -05:00
2021-11-18 14:37:34 -05:00
IEnumerable < Tuple < string , string > > ? BuildList = null ;
2015-05-27 09:21:57 -04:00
2020-02-12 13:27:19 -05:00
bool bRequiresOBB = RequiresOBB ( bDisallowPackagingDataInApk , ObbFileLocation ) ;
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if ( ! bBuildSettingsMatch )
{
BuildList = from Arch in Arches
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let manifest = GenerateManifest ( ToolChain , ProjectName , InTargetType , EngineDirectory , bForDistribution , bPackageDataInsideApk , GameBuildFilesPath , bRequiresOBB , bDisableVerifyOBBOnStartUp , Arch , CookFlavor , bUseExternalFilesDir , Configuration . ToString ( ) , SDKLevelInt , bSkipGradleBuild , bEnableBundle )
select Tuple . Create ( Arch , manifest ) ;
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}
else
{
BuildList = from Arch in Arches
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let manifestFile = Path . Combine ( IntermediateAndroidPath , Arch + "_AndroidManifest.xml" )
let manifest = GenerateManifest ( ToolChain , ProjectName , InTargetType , EngineDirectory , bForDistribution , bPackageDataInsideApk , GameBuildFilesPath , bRequiresOBB , bDisableVerifyOBBOnStartUp , Arch , CookFlavor , bUseExternalFilesDir , Configuration . ToString ( ) , SDKLevelInt , bSkipGradleBuild , bEnableBundle )
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let OldManifest = File . Exists ( manifestFile ) ? File . ReadAllText ( manifestFile ) : ""
where manifest ! = OldManifest
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select Tuple . Create ( Arch , manifest ) ;
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}
2015-05-27 09:21:57 -04:00
2015-09-24 12:37:21 -04:00
// Now we have to spin over all the arch/gpu combinations to make sure they all match
2015-07-14 11:53:53 -04:00
int BuildListComboTotal = BuildList . Count ( ) ;
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if ( BuildListComboTotal = = 0 )
{
Log . TraceInformation ( "Output .apk file(s) are up to date (dependencies and build settings are up to date)" ) ;
return ;
}
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2020-02-12 13:27:19 -05:00
// at this point, we can write out the cached build settings to compare for a next build
File . WriteAllText ( BuildSettingsCacheFile , CurrentBuildSettings ) ;
2014-03-14 14:13:41 -04:00
2015-05-15 16:10:14 -04:00
// make up a dictionary of strings to replace in xml files (strings.xml)
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Dictionary < string , string > Replacements = new Dictionary < string , string > ( ) ;
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Replacements . Add ( "${EXECUTABLE_NAME}" , ApplicationDisplayName ! ) ;
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Replacements . Add ( "${PY_VISUALIZER_PATH}" , Path . GetFullPath ( Path . Combine ( EngineDirectory , "Extras" , "LLDBDataFormatters" , "UEDataFormatters_2ByteChars.py" ) ) ) ;
2014-03-14 14:13:41 -04:00
2020-02-12 13:27:19 -05:00
// steps run for each build combination (note: there should only be one GPU in future)
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foreach ( Tuple < string , string > build in BuildList )
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{
string Arch = build . Item1 ;
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string Manifest = build . Item2 ;
2015-12-10 16:56:55 -05:00
string NDKArch = GetNDKArch ( Arch ) ;
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
2020-02-12 13:27:19 -05:00
Log . TraceInformation ( "\n===={0}====PREPARING NATIVE CODE====={1}============================================================" , DateTime . Now . ToString ( ) , Arch ) ;
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string UnrealBuildPath = Path . Combine ( IntermediateAndroidPath , Arch . Substring ( 1 ) . Replace ( "-" , "_" ) ) ;
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// If we are packaging for Amazon then we need to copy the file to the correct location
Log . TraceInformation ( "bPackageDataInsideApk = {0}" , bPackageDataInsideApk ) ;
if ( bPackageDataInsideApk )
{
Log . TraceInformation ( "Obb location {0}" , ObbFileLocation ) ;
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string ObbFileDestination = UnrealBuildPath + "/assets" ;
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Log . TraceInformation ( "Obb destination location {0}" , ObbFileDestination ) ;
if ( File . Exists ( ObbFileLocation ) )
{
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Directory . CreateDirectory ( UnrealBuildPath ) ;
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Directory . CreateDirectory ( ObbFileDestination ) ;
Log . TraceInformation ( "Obb file exists..." ) ;
string DestFileName = Path . Combine ( ObbFileDestination , "main.obb.png" ) ; // Need a rename to turn off compression
string SrcFileName = ObbFileLocation ;
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CopyIfDifferent ( SrcFileName , DestFileName , true , false ) ;
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}
}
else // try to remove the file it we aren't packaging inside the APK
{
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string ObbFileDestination = UnrealBuildPath + "/assets" ;
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string DestFileName = Path . Combine ( ObbFileDestination , "main.obb.png" ) ;
SafeDeleteFile ( DestFileName ) ;
}
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// See if we need to stage a UECommandLine.txt file in assets
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string CommandLineSourceFileName = Path . Combine ( Path . GetDirectoryName ( ObbFileLocation ) ! , Path . GetFileNameWithoutExtension ( ObbFileLocation ) , "UECommandLine.txt" ) ;
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string CommandLineDestFileName = Path . Combine ( UnrealBuildPath , "assets" , "UECommandLine.txt" ) ;
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if ( File . Exists ( CommandLineSourceFileName ) )
{
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Directory . CreateDirectory ( UnrealBuildPath ) ;
Directory . CreateDirectory ( Path . Combine ( UnrealBuildPath , "assets" ) ) ;
Console . WriteLine ( "UnrealCommandLine.txt exists..." ) ;
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CopyIfDifferent ( CommandLineSourceFileName , CommandLineDestFileName , true , true ) ;
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}
else // try to remove the file if we aren't packaging one
{
SafeDeleteFile ( CommandLineDestFileName ) ;
}
//Copy build files to the intermediate folder in this order (later overrides earlier):
// - Shared Engine
// - Shared Engine NoRedist (for Epic secret files)
// - Game
// - Game NoRedist (for Epic secret files)
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CopyFileDirectory ( UnrealBuildFilesPath , UnrealBuildPath , Replacements ) ;
CopyFileDirectory ( UnrealBuildFilesPath_NFL , UnrealBuildPath , Replacements ) ;
CopyFileDirectory ( UnrealBuildFilesPath_NR , UnrealBuildPath , Replacements ) ;
CopyFileDirectory ( GameBuildFilesPath , UnrealBuildPath , Replacements ) ;
CopyFileDirectory ( GameBuildFilesPath_NFL , UnrealBuildPath , Replacements ) ;
CopyFileDirectory ( GameBuildFilesPath_NR , UnrealBuildPath , Replacements ) ;
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// Parse Gradle filters (may have been replaced by above copies)
ParseFilterFile ( Path . Combine ( UnrealBuildPath , "GradleFilter.txt" ) ) ;
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//Generate Gradle AAR dependencies
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GenerateGradleAARImports ( EngineDirectory , UnrealBuildPath , NDKArches ) ;
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//Now validate GooglePlay app_id if enabled
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ValidateGooglePlay ( UnrealBuildPath ) ;
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//determine which orientation requirements this app has
bool bNeedLandscape = false ;
bool bNeedPortrait = false ;
DetermineScreenOrientationRequirements ( NDKArches [ 0 ] , out bNeedPortrait , out bNeedLandscape ) ;
//Now keep the splash screen images matching orientation requested
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PickSplashScreenOrientation ( UnrealBuildPath , bNeedPortrait , bNeedLandscape ) ;
2021-01-21 16:22:06 -04:00
2020-02-12 13:27:19 -05:00
//Now package the app based on Daydream packaging settings
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PackageForDaydream ( UnrealBuildPath ) ;
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//Similarly, keep only the downloader screen image matching the orientation requested
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PickDownloaderScreenOrientation ( UnrealBuildPath , bNeedPortrait , bNeedLandscape ) ;
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// use Gradle for compile/package
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string UnrealBuildGradlePath = Path . Combine ( UnrealBuildPath , "gradle" ) ;
string UnrealBuildGradleAppPath = Path . Combine ( UnrealBuildGradlePath , "app" ) ;
string UnrealBuildGradleMainPath = Path . Combine ( UnrealBuildGradleAppPath , "src" , "main" ) ;
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string CompileSDKVersion = SDKAPILevel . Replace ( "android-" , "" ) ;
2015-09-24 12:37:21 -04:00
// Write the manifest to the correct locations (cache and real)
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String ManifestFile = Path . Combine ( IntermediateAndroidPath , Arch + "_AndroidManifest.xml" ) ;
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File . WriteAllText ( ManifestFile , Manifest ) ;
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ManifestFile = Path . Combine ( UnrealBuildPath , "AndroidManifest.xml" ) ;
2015-09-24 12:37:21 -04:00
File . WriteAllText ( ManifestFile , Manifest ) ;
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
2016-01-22 08:13:18 -05:00
// copy prebuild plugin files
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
UPL . ProcessPluginNode ( NDKArch , "prebuildCopies" , "" ) ;
2016-01-22 08:13:18 -05:00
2018-11-13 23:40:18 -05:00
XDocument AdditionalBuildPathFilesDoc = new XDocument ( new XElement ( "files" ) ) ;
UPL . ProcessPluginNode ( NDKArch , "additionalBuildPathFiles" , "" , ref AdditionalBuildPathFilesDoc ) ;
2020-08-11 01:36:57 -04:00
// Generate the OBBData.java file since different architectures may have different store version
2021-02-02 17:21:35 -04:00
UnrealOBBDataFileName = GetUnrealJavaOBBDataFileName ( Path . Combine ( UnrealBuildPath , "src" , PackageName . Replace ( '.' , Path . DirectorySeparatorChar ) ) ) ;
WriteJavaOBBDataFile ( UnrealOBBDataFileName , PackageName , RequiredOBBFiles , CookFlavor , bPackageDataInsideApk , Arch ) ;
2019-07-17 19:00:37 -04:00
2019-02-28 11:31:08 -05:00
// update GameActivity.java and GameApplication.java if out of date
2021-02-02 17:21:35 -04:00
UpdateGameActivity ( Arch , NDKArch , EngineDirectory , UnrealBuildPath ) ;
UpdateGameApplication ( Arch , NDKArch , EngineDirectory , UnrealBuildPath ) ;
2015-12-10 16:56:55 -05:00
2019-02-27 11:57:17 -05:00
// we don't actually need the SO for the bSkipGradleBuild case
2021-11-18 14:37:34 -05:00
string? FinalSOName = null ;
2019-02-27 11:57:17 -05:00
string DestApkDirectory = Path . Combine ( ProjectDirectory , "Binaries/Android" ) ;
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string? DestApkName = null ;
2019-02-27 11:57:17 -05:00
if ( bSkipGradleBuild )
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{
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FinalSOName = OutputPath ;
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if ( ! File . Exists ( FinalSOName ) )
{
Log . TraceWarning ( "Did not find compiled .so [{0}]" , FinalSOName ) ;
}
2015-09-24 12:37:21 -04:00
}
else
{
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string SourceSOName = AndroidToolChain . InlineArchName ( OutputPath , Arch ) ;
2020-09-11 15:54:42 -04:00
// if the source binary was UnrealGame, replace it with the new project name, when re-packaging a binary only build
string ApkFilename = Path . GetFileNameWithoutExtension ( OutputPath ) . Replace ( "UnrealGame" , ProjectName ) ;
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DestApkName = Path . Combine ( DestApkDirectory , ApkFilename + ".apk" ) ;
// As we are always making seperate APKs we need to put the architecture into the name
2021-11-08 12:22:54 -05:00
DestApkName = AndroidToolChain . InlineArchName ( DestApkName , Arch ) ;
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if ( ! File . Exists ( SourceSOName ) )
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{
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throw new BuildException ( "Can't make an APK without the compiled .so [{0}]" , SourceSOName ) ;
}
2021-02-02 17:21:35 -04:00
if ( ! Directory . Exists ( UnrealBuildPath + "/jni" ) )
2019-02-27 11:57:17 -05:00
{
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throw new BuildException ( "Can't make an APK without the jni directory [{0}/jni]" , UnrealBuildFilesPath ) ;
2019-02-27 11:57:17 -05:00
}
2021-02-02 17:21:35 -04:00
string JniDir = UnrealBuildPath + "/jni/" + NDKArch ;
FinalSOName = JniDir + "/libUnreal.so" ;
2019-10-11 15:33:31 -04:00
// clear out libs directory like ndk-build would have
2021-02-02 17:21:35 -04:00
string LibsDir = Path . Combine ( UnrealBuildPath , "libs" ) ;
2019-10-11 15:33:31 -04:00
DeleteDirectory ( LibsDir ) ;
MakeDirectoryIfRequired ( LibsDir ) ;
2021-02-02 17:21:35 -04:00
// check to see if libUnreal.so needs to be copied
2019-10-11 15:33:31 -04:00
if ( BuildListComboTotal > 1 | | FilesAreDifferent ( SourceSOName , FinalSOName ) )
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{
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Log . TraceInformation ( "\nCopying new .so {0} file to jni folder..." , SourceSOName ) ;
Directory . CreateDirectory ( JniDir ) ;
// copy the binary to the standard .so location
File . Copy ( SourceSOName , FinalSOName , true ) ;
File . SetLastWriteTimeUtc ( FinalSOName , File . GetLastWriteTimeUtc ( SourceSOName ) ) ;
2015-09-24 12:37:21 -04:00
}
- Upgraded to support API 21 (Android 5.0, Lollipop)
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
2014-10-27 13:07:43 -04:00
2019-02-27 11:57:17 -05:00
// remove any read only flags
FileInfo DestFileInfo = new FileInfo ( FinalSOName ) ;
DestFileInfo . Attributes = DestFileInfo . Attributes & ~ FileAttributes . ReadOnly ;
File . SetLastWriteTimeUtc ( FinalSOName , File . GetLastWriteTimeUtc ( SourceSOName ) ) ;
2015-09-24 12:37:21 -04:00
}
2014-10-30 12:30:32 -04:00
2015-09-24 12:37:21 -04:00
// after ndk-build is called, we can now copy in the stl .so (ndk-build deletes old files)
2020-02-21 15:19:40 -05:00
// copy libc++_shared.so to library
2021-02-02 17:21:35 -04:00
CopySTL ( ToolChain , UnrealBuildPath , Arch , NDKArch , bForDistribution ) ;
CopyGfxDebugger ( UnrealBuildPath , Arch , NDKArch ) ;
CopyVulkanValidationLayers ( UnrealBuildPath , Arch , NDKArch , Configuration . ToString ( ) ) ;
2021-08-03 11:56:47 -04:00
2021-01-21 16:22:06 -04:00
if ( Sanitizer ! = AndroidToolChain . ClangSanitizer . None & & Sanitizer ! = AndroidToolChain . ClangSanitizer . HwAddress )
{
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CopyClangSanitizerLib ( UnrealBuildPath , Arch , NDKArch , Sanitizer ) ;
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}
2016-01-22 08:13:18 -05:00
// copy postbuild plugin files
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
UPL . ProcessPluginNode ( NDKArch , "resourceCopies" , "" ) ;
2014-11-05 16:18:52 -05:00
2021-02-02 17:21:35 -04:00
CreateAdditonalBuildPathFiles ( NDKArch , UnrealBuildPath , AdditionalBuildPathFilesDoc ) ;
2018-11-13 23:40:18 -05:00
2020-02-12 13:27:19 -05:00
Log . TraceInformation ( "\n===={0}====PERFORMING FINAL APK PACKAGE OPERATION====={1}===========================================" , DateTime . Now . ToString ( ) , Arch ) ;
2014-08-26 09:56:29 -04:00
2019-10-11 15:33:31 -04:00
// check if any plugins want to increase the required compile SDK version
string CompileSDKMin = UPL . ProcessPluginNode ( NDKArch , "minimumSDKAPI" , "" ) ;
if ( CompileSDKMin ! = "" )
2017-06-16 20:17:59 -04:00
{
2019-10-11 15:33:31 -04:00
int CompileSDKVersionInt ;
if ( ! int . TryParse ( CompileSDKVersion , out CompileSDKVersionInt ) )
2015-12-10 16:56:55 -05:00
{
2019-10-11 15:33:31 -04:00
CompileSDKVersionInt = 23 ;
2017-06-16 20:17:59 -04:00
}
2016-05-19 19:35:35 -04:00
2019-10-11 15:33:31 -04:00
bool bUpdatedCompileSDK = false ;
string [ ] CompileSDKLines = CompileSDKMin . Split ( new [ ] { "\r\n" , "\r" , "\n" } , StringSplitOptions . None ) ;
foreach ( string CompileLine in CompileSDKLines )
2017-06-16 20:17:59 -04:00
{
2020-03-16 19:04:42 -04:00
//string VersionString = CompileLine.Replace("android-", "");
2019-10-11 15:33:31 -04:00
int VersionInt ;
if ( int . TryParse ( CompileLine , out VersionInt ) )
{
if ( VersionInt > CompileSDKVersionInt )
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{
2019-10-11 15:33:31 -04:00
CompileSDKVersionInt = VersionInt ;
bUpdatedCompileSDK = true ;
2017-06-16 20:17:59 -04:00
}
2019-10-11 15:33:31 -04:00
}
2017-06-16 20:17:59 -04:00
}
2019-10-11 15:33:31 -04:00
if ( bUpdatedCompileSDK )
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{
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CompileSDKVersion = CompileSDKVersionInt . ToString ( ) ;
Log . TraceInformation ( "Building Java with SDK API Level 'android-{0}' due to enabled plugin requirements" , CompileSDKVersion ) ;
2017-06-16 20:17:59 -04:00
}
2016-05-19 19:35:35 -04:00
}
2019-10-11 15:33:31 -04:00
// stage files into gradle app directory
2021-02-02 17:21:35 -04:00
string GradleManifest = Path . Combine ( UnrealBuildGradleMainPath , "AndroidManifest.xml" ) ;
2019-10-11 15:33:31 -04:00
MakeDirectoryIfRequired ( GradleManifest ) ;
2021-03-15 17:07:30 -04:00
CopyIfDifferent ( Path . Combine ( UnrealBuildPath , "AndroidManifest.xml" ) , GradleManifest , true , true ) ;
2019-10-11 15:33:31 -04:00
string [ ] Excludes ;
switch ( NDKArch )
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
{
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default :
case "arm64-v8a" :
Excludes = new string [ ] { "armeabi-v7a" , "x86" , "x86-64" } ;
break ;
2018-06-26 08:42:47 -04:00
2019-10-11 15:33:31 -04:00
case "x86_64" :
Excludes = new string [ ] { "armeabi-v7a" , "arm64-v8a" , "x86" } ;
break ;
}
2017-06-16 20:17:59 -04:00
2021-02-02 17:21:35 -04:00
CleanCopyDirectory ( Path . Combine ( UnrealBuildPath , "jni" ) , Path . Combine ( UnrealBuildGradleMainPath , "jniLibs" ) , Excludes ) ; // has debug symbols
CleanCopyDirectory ( Path . Combine ( UnrealBuildPath , "libs" ) , Path . Combine ( UnrealBuildGradleMainPath , "libs" ) , Excludes ) ;
2021-01-21 16:22:06 -04:00
if ( Sanitizer ! = AndroidToolChain . ClangSanitizer . None & & Sanitizer ! = AndroidToolChain . ClangSanitizer . HwAddress )
{
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CleanCopyDirectory ( Path . Combine ( UnrealBuildPath , "resources" ) , Path . Combine ( UnrealBuildGradleMainPath , "resources" ) , Excludes ) ;
2021-01-21 16:22:06 -04:00
}
2018-02-22 11:25:06 -05:00
2021-02-02 17:21:35 -04:00
CleanCopyDirectory ( Path . Combine ( UnrealBuildPath , "assets" ) , Path . Combine ( UnrealBuildGradleMainPath , "assets" ) ) ;
CleanCopyDirectory ( Path . Combine ( UnrealBuildPath , "res" ) , Path . Combine ( UnrealBuildGradleMainPath , "res" ) ) ;
CleanCopyDirectory ( Path . Combine ( UnrealBuildPath , "src" ) , Path . Combine ( UnrealBuildGradleMainPath , "java" ) ) ;
2018-02-22 11:25:06 -05:00
2019-10-11 15:33:31 -04:00
// do any plugin requested copies
UPL . ProcessPluginNode ( NDKArch , "gradleCopies" , "" ) ;
2018-02-22 11:25:06 -05:00
2019-10-11 15:33:31 -04:00
// get min and target SDK versions
int MinSDKVersion = 0 ;
int TargetSDKVersion = 0 ;
int NDKLevelInt = 0 ;
2020-02-12 13:27:19 -05:00
GetMinTargetSDKVersions ( ToolChain , Arch , UPL , NDKArch , bEnableBundle , out MinSDKVersion , out TargetSDKVersion , out NDKLevelInt ) ;
2019-03-28 15:24:27 -04:00
2019-10-11 15:33:31 -04:00
// move JavaLibs into subprojects
2021-02-02 17:21:35 -04:00
string JavaLibsDir = Path . Combine ( UnrealBuildPath , "JavaLibs" ) ;
PrepareJavaLibsForGradle ( JavaLibsDir , UnrealBuildGradlePath , MinSDKVersion . ToString ( ) , TargetSDKVersion . ToString ( ) , CompileSDKVersion , BuildToolsVersion , NDKArch ) ;
2017-06-16 20:17:59 -04:00
2019-10-11 15:33:31 -04:00
// Create local.properties
2021-02-02 17:21:35 -04:00
String LocalPropertiesFilename = Path . Combine ( UnrealBuildGradlePath , "local.properties" ) ;
2019-10-11 15:33:31 -04:00
StringBuilder LocalProperties = new StringBuilder ( ) ;
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LocalProperties . AppendLine ( string . Format ( "ndk.dir={0}" , Environment . GetEnvironmentVariable ( "NDKROOT" ) ! . Replace ( "\\" , "/" ) ) ) ;
LocalProperties . AppendLine ( string . Format ( "sdk.dir={0}" , Environment . GetEnvironmentVariable ( "ANDROID_HOME" ) ! . Replace ( "\\" , "/" ) ) ) ;
2019-10-11 15:33:31 -04:00
File . WriteAllText ( LocalPropertiesFilename , LocalProperties . ToString ( ) ) ;
2018-06-26 08:42:47 -04:00
2019-10-11 15:33:31 -04:00
CreateGradlePropertiesFiles ( Arch , MinSDKVersion , TargetSDKVersion , CompileSDKVersion , BuildToolsVersion , PackageName , DestApkName , NDKArch ,
2021-02-02 17:21:35 -04:00
UnrealBuildFilesPath , GameBuildFilesPath , UnrealBuildGradleAppPath , UnrealBuildPath , UnrealBuildGradlePath , bForDistribution , bSkipGradleBuild , RequiredOBBFiles ) ;
2017-06-16 20:17:59 -04:00
2019-10-11 15:33:31 -04:00
if ( ! bSkipGradleBuild )
{
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string GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "gradlew" ) ;
2021-06-08 17:01:47 -04:00
if ( ! RuntimePlatform . IsWindows )
2017-06-16 20:17:59 -04:00
{
2019-10-11 15:33:31 -04:00
// fix permissions for Mac/Linux
2021-02-02 17:21:35 -04:00
RunCommandLineProgramWithException ( UnrealBuildGradlePath , "/bin/sh" , string . Format ( "-c 'chmod 0755 \"{0}\"'" , GradleScriptPath . Replace ( "'" , "'\"'\"'" ) ) , "Fix gradlew permissions" ) ;
2019-10-11 15:33:31 -04:00
}
else
{
2021-02-02 17:21:35 -04:00
if ( CreateRunGradle ( UnrealBuildGradlePath ) )
2017-06-16 20:17:59 -04:00
{
2021-02-02 17:21:35 -04:00
GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "rungradle.bat" ) ;
2017-07-21 21:01:33 -04:00
}
else
{
2021-02-02 17:21:35 -04:00
GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "gradlew.bat" ) ;
2018-06-26 08:42:47 -04:00
}
2018-02-22 11:25:06 -05:00
}
2019-02-27 11:57:17 -05:00
2020-02-12 13:27:19 -05:00
if ( ! bEnableBundle )
2019-10-11 15:33:31 -04:00
{
2020-02-12 13:27:19 -05:00
string GradleBuildType = bForDistribution ? ":app:assembleRelease" : ":app:assembleDebug" ;
2019-10-11 15:33:31 -04:00
2020-02-12 13:27:19 -05:00
// collect optional additional Gradle parameters from plugins
string GradleOptions = UPL . ProcessPluginNode ( NDKArch , "gradleParameters" , GradleBuildType ) ; // "--stacktrace --debug " + GradleBuildType);
string GradleSecondCallOptions = UPL . ProcessPluginNode ( NDKArch , "gradleSecondCallParameters" , "" ) ;
2019-10-11 15:33:31 -04:00
2020-02-12 13:27:19 -05:00
// check for Android Studio project, call Gradle if doesn't exist (assume user will build with Android Studio)
2021-02-02 17:21:35 -04:00
string GradleAppImlFilename = Path . Combine ( UnrealBuildGradlePath , "app.iml" ) ;
2020-02-12 13:27:19 -05:00
if ( ! File . Exists ( GradleAppImlFilename ) )
2019-10-11 15:33:31 -04:00
{
2020-02-12 13:27:19 -05:00
// make sure destination exists
Directory . CreateDirectory ( Path . GetDirectoryName ( DestApkName ) ) ;
2019-10-11 15:33:31 -04:00
2020-02-12 13:27:19 -05:00
// Use gradle to build the .apk file
2021-06-08 17:01:47 -04:00
string ShellExecutable = RuntimePlatform . IsWindows ? "cmd.exe" : "/bin/sh" ;
string ShellParametersBegin = RuntimePlatform . IsWindows ? "/c " : "-c '" ;
string ShellParametersEnd = RuntimePlatform . IsWindows ? "" : "'" ;
2021-02-02 17:21:35 -04:00
RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd , "Making .apk with Gradle..." ) ;
2020-02-12 13:27:19 -05:00
if ( GradleSecondCallOptions ! = "" )
{
2021-02-02 17:21:35 -04:00
RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleSecondCallOptions + ShellParametersEnd , "Additional Gradle steps..." ) ;
2020-02-12 13:27:19 -05:00
}
// For build machine run a clean afterward to clean up intermediate files (does not remove final APK)
if ( bIsBuildMachine )
{
//GradleOptions = "tasks --all";
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//RunCommandLineProgramWithException(UnrealBuildGradlePath, ShellExecutable, ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd, "Listing all tasks...");
2020-02-12 13:27:19 -05:00
GradleOptions = "clean" ;
2021-02-02 17:21:35 -04:00
RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd , "Cleaning Gradle intermediates..." ) ;
2020-02-12 13:27:19 -05:00
}
}
else
{
Log . TraceInformation ( "=============================================================================================" ) ;
Log . TraceInformation ( "Android Studio project found, skipping Gradle; complete creation of APK in Android Studio!!!!" ) ;
Log . TraceInformation ( "Delete '{0} if you want to have UnrealBuildTool run Gradle for future runs." , GradleAppImlFilename ) ;
Log . TraceInformation ( "=============================================================================================" ) ;
2019-10-11 15:33:31 -04:00
}
2017-08-23 15:57:16 -04:00
}
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
}
2019-10-11 15:33:31 -04:00
bool bBuildWithHiddenSymbolVisibility = false ;
bool bSaveSymbols = false ;
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bBuildWithHiddenSymbolVisibility" , out bBuildWithHiddenSymbolVisibility ) ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bSaveSymbols" , out bSaveSymbols ) ;
bSaveSymbols = true ;
if ( bSaveSymbols | | ( Configuration = = UnrealTargetConfiguration . Shipping & & bBuildWithHiddenSymbolVisibility ) )
{
// Copy .so with symbols to
int StoreVersion = GetStoreVersion ( Arch ) ;
2021-11-08 12:22:54 -05:00
string SymbolSODirectory = Path . Combine ( DestApkDirectory , ProjectName + "_Symbols_v" + StoreVersion + "/" + ProjectName + Arch ) ;
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string SymbolifiedSOPath = Path . Combine ( SymbolSODirectory , Path . GetFileName ( FinalSOName ) ) ;
MakeDirectoryIfRequired ( SymbolifiedSOPath ) ;
Log . TraceInformation ( "Writing symbols to {0}" , SymbolifiedSOPath ) ;
File . Copy ( FinalSOName , SymbolifiedSOPath , true ) ;
}
2015-09-24 12:37:21 -04:00
}
2020-02-12 13:27:19 -05:00
// Deal with generating an App Bundle
if ( bEnableBundle & & ! bSkipGradleBuild )
{
bool bCombinedBundleOK = true ;
// try to make a combined Gradle project for all architectures (may fail if incompatible configuration)
2021-02-02 17:21:35 -04:00
string UnrealGradleDest = Path . Combine ( IntermediateAndroidPath , "gradle" ) ;
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// start fresh each time for now
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DeleteDirectory ( UnrealGradleDest ) ;
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// make sure destination exists
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Directory . CreateDirectory ( UnrealGradleDest ) ;
2020-02-12 13:27:19 -05:00
String ABIFilter = "" ;
// loop through and merge the different architecture gradle directories
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foreach ( Tuple < string , string > build in BuildList )
2020-02-12 13:27:19 -05:00
{
string Arch = build . Item1 ;
2021-11-08 12:22:54 -05:00
string Manifest = build . Item2 ;
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string NDKArch = GetNDKArch ( Arch ) ;
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string UnrealBuildPath = Path . Combine ( IntermediateAndroidPath , Arch . Substring ( 1 ) . Replace ( "-" , "_" ) ) ;
string UnrealBuildGradlePath = Path . Combine ( UnrealBuildPath , "gradle" ) ;
2020-02-12 13:27:19 -05:00
2021-02-02 17:21:35 -04:00
if ( ! Directory . Exists ( UnrealBuildGradlePath ) )
2020-02-12 13:27:19 -05:00
{
2021-02-02 17:21:35 -04:00
Log . TraceInformation ( "Source directory missing: {0}" , UnrealBuildGradlePath ) ;
2020-02-12 13:27:19 -05:00
bCombinedBundleOK = false ;
break ;
}
ABIFilter + = ", \"" + NDKArch + "\"" ;
2021-02-02 17:21:35 -04:00
string [ ] SourceFiles = Directory . GetFiles ( UnrealBuildGradlePath , "*.*" , SearchOption . AllDirectories ) ;
2020-02-12 13:27:19 -05:00
foreach ( string Filename in SourceFiles )
{
// make the dest filename with the same structure as it was in SourceDir
2021-02-02 17:21:35 -04:00
string DestFilename = Path . Combine ( UnrealGradleDest , Utils . MakePathRelativeTo ( Filename , UnrealBuildGradlePath ) ) ;
2020-02-12 13:27:19 -05:00
// skip the build directories
string Workname = Filename . Replace ( "\\" , "/" ) ;
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string DirectoryName = Path . GetDirectoryName ( Filename ) ! ;
2020-02-12 13:27:19 -05:00
if ( DirectoryName . Contains ( "build" ) | | Workname . Contains ( "/." ) )
{
continue ;
}
// if destination doesn't exist, just copy it
if ( ! File . Exists ( DestFilename ) )
{
2021-11-18 14:37:34 -05:00
string DestSubdir = Path . GetDirectoryName ( DestFilename ) ! ;
2020-02-12 13:27:19 -05:00
if ( ! Directory . Exists ( DestSubdir ) )
{
Directory . CreateDirectory ( DestSubdir ) ;
}
// copy it
File . Copy ( Filename , DestFilename ) ;
// preserve timestamp and clear read-only flags
FileInfo DestFileInfo = new FileInfo ( DestFilename ) ;
DestFileInfo . Attributes = DestFileInfo . Attributes & ~ FileAttributes . ReadOnly ;
File . SetLastWriteTimeUtc ( DestFilename , File . GetLastWriteTimeUtc ( Filename ) ) ;
Log . TraceInformation ( "Copied file {0}." , DestFilename ) ;
continue ;
}
if ( FilesAreIdentical ( Filename , DestFilename ) )
{
continue ;
}
// ignore abi.gradle, we're going to generate a new one
if ( Filename . EndsWith ( "abi.gradle" ) )
{
continue ;
}
2020-08-11 01:36:57 -04:00
// ignore OBBData.java, we won't use it
if ( Filename . EndsWith ( "OBBData.java" ) )
{
continue ;
}
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// deal with AndroidManifest.xml
if ( Filename . EndsWith ( "AndroidManifest.xml" ) )
{
// only allowed to differ by versionCode
string [ ] SourceManifest = File . ReadAllLines ( Filename ) ;
string [ ] DestManifest = File . ReadAllLines ( DestFilename ) ;
if ( SourceManifest . Length = = DestManifest . Length )
{
bool bDiffers = false ;
for ( int Index = 0 ; Index < SourceManifest . Length ; Index + + )
{
if ( SourceManifest [ Index ] = = DestManifest [ Index ] )
{
continue ;
}
int SourceVersionIndex = SourceManifest [ Index ] . IndexOf ( "android:versionCode=" ) ;
if ( SourceVersionIndex < 0 )
{
bDiffers = true ;
break ;
}
int DestVersionIndex = DestManifest [ Index ] . IndexOf ( "android:versionCode=" ) ;
if ( DestVersionIndex < 0 )
{
bDiffers = true ;
break ;
}
int SourceVersionIndex2 = SourceManifest [ Index ] . Substring ( SourceVersionIndex + 22 ) . IndexOf ( "\"" ) ;
string FixedSource = SourceManifest [ Index ] . Substring ( 0 , SourceVersionIndex + 21 ) + SourceManifest [ Index ] . Substring ( SourceVersionIndex + 22 + SourceVersionIndex2 ) ;
int DestVersionIndex2 = DestManifest [ Index ] . Substring ( DestVersionIndex + 22 ) . IndexOf ( "\"" ) ;
string FixedDest = SourceManifest [ Index ] . Substring ( 0 , DestVersionIndex + 21 ) + DestManifest [ Index ] . Substring ( DestVersionIndex + 22 + DestVersionIndex2 ) ;
if ( FixedSource ! = FixedDest )
{
bDiffers = true ;
break ;
}
}
if ( ! bDiffers )
{
continue ;
}
}
// differed too much
bCombinedBundleOK = false ;
Log . TraceInformation ( "AndroidManifest.xml files differ too much to combine for single AAB: '{0}' != '{1}'" , Filename , DestFilename ) ;
break ;
}
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// deal with buildAdditions.gradle
if ( Filename . EndsWith ( "buildAdditions.gradle" ) )
{
// allow store filepath to differ
string [ ] SourceProperties = File . ReadAllLines ( Filename ) ;
string [ ] DestProperties = File . ReadAllLines ( DestFilename ) ;
if ( SourceProperties . Length = = DestProperties . Length )
{
bool bDiffers = false ;
for ( int Index = 0 ; Index < SourceProperties . Length ; Index + + )
{
if ( SourceProperties [ Index ] = = DestProperties [ Index ] )
{
continue ;
}
if ( SourceProperties [ Index ] . Contains ( "storeFile file(" ) & & DestProperties [ Index ] . Contains ( "storeFile file(" ) )
{
continue ;
}
bDiffers = true ;
break ;
}
if ( ! bDiffers )
{
continue ;
}
}
// differed too much
bCombinedBundleOK = false ;
Log . TraceInformation ( "buildAdditions.gradle files differ too much to combine for single AAB: '{0}' != '{1}'" , Filename , DestFilename ) ;
break ;
}
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// deal with gradle.properties
if ( Filename . EndsWith ( "gradle.properties" ) )
{
// allow STORE_VERSION and OUTPUT_FILENAME to differ
// only allowed to differ by versionCode
string [ ] SourceProperties = File . ReadAllLines ( Filename ) ;
string [ ] DestProperties = File . ReadAllLines ( DestFilename ) ;
if ( SourceProperties . Length = = DestProperties . Length )
{
bool bDiffers = false ;
for ( int Index = 0 ; Index < SourceProperties . Length ; Index + + )
{
if ( SourceProperties [ Index ] = = DestProperties [ Index ] )
{
continue ;
}
if ( SourceProperties [ Index ] . StartsWith ( "STORE_VERSION=" ) & & DestProperties [ Index ] . StartsWith ( "STORE_VERSION=" ) )
{
continue ;
}
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if ( SourceProperties [ Index ] . StartsWith ( "STORE_FILE=" ) & & DestProperties [ Index ] . StartsWith ( "STORE_FILE=" ) )
{
continue ;
}
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if ( SourceProperties [ Index ] . StartsWith ( "OUTPUT_FILENAME=" ) & & DestProperties [ Index ] . StartsWith ( "OUTPUT_FILENAME=" ) )
{
continue ;
}
if ( SourceProperties [ Index ] . StartsWith ( "OUTPUT_BUNDLEFILENAME=" ) & & DestProperties [ Index ] . StartsWith ( "OUTPUT_BUNDLEFILENAME=" ) )
{
continue ;
}
if ( SourceProperties [ Index ] . StartsWith ( "OUTPUT_UNIVERSALFILENAME=" ) & & DestProperties [ Index ] . StartsWith ( "OUTPUT_UNIVERSALFILENAME=" ) )
{
continue ;
}
bDiffers = true ;
break ;
}
if ( ! bDiffers )
{
continue ;
}
}
// differed too much
bCombinedBundleOK = false ;
Log . TraceInformation ( "gradle.properties files differ too much to combine for single AAB: '{0}' != '{1}'" , Filename , DestFilename ) ;
break ;
}
// there are unknown differences, cannot make a single AAB
bCombinedBundleOK = false ;
Log . TraceInformation ( "Gradle projects differ too much to combine for single AAB: '{0}' != '{1}'" , Filename , DestFilename ) ;
break ;
}
}
if ( bCombinedBundleOK )
{
string NDKArch = NDKArches [ 0 ] ;
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string UnrealBuildGradlePath = UnrealGradleDest ;
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// write a new abi.gradle
StringBuilder ABIGradle = new StringBuilder ( ) ;
ABIGradle . AppendLine ( "android {" ) ;
ABIGradle . AppendLine ( "\tdefaultConfig {" ) ;
ABIGradle . AppendLine ( "\t\tndk {" ) ;
ABIGradle . AppendLine ( string . Format ( "\t\t\tabiFilters{0}" , ABIFilter . Substring ( 1 ) ) ) ;
ABIGradle . AppendLine ( "\t\t}" ) ;
ABIGradle . AppendLine ( "\t}" ) ;
ABIGradle . AppendLine ( "}" ) ;
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string ABIGradleFilename = Path . Combine ( UnrealGradleDest , "app" , "abi.gradle" ) ;
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File . WriteAllText ( ABIGradleFilename , ABIGradle . ToString ( ) ) ;
// update manifest to use versionCode properly
string BaseStoreVersion = GetStoreVersion ( "default" ) . ToString ( ) ;
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string ManifestFilename = Path . Combine ( UnrealBuildGradlePath , "app" , "src" , "main" , "AndroidManifest.xml" ) ;
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string [ ] ManifestContents = File . ReadAllLines ( ManifestFilename ) ;
for ( int Index = 0 ; Index < ManifestContents . Length ; Index + + )
{
int ManifestVersionIndex = ManifestContents [ Index ] . IndexOf ( "android:versionCode=" ) ;
if ( ManifestVersionIndex < 0 )
{
continue ;
}
int ManifestVersionIndex2 = ManifestContents [ Index ] . Substring ( ManifestVersionIndex + 22 ) . IndexOf ( "\"" ) ;
ManifestContents [ Index ] = ManifestContents [ Index ] . Substring ( 0 , ManifestVersionIndex + 21 ) + BaseStoreVersion + ManifestContents [ Index ] . Substring ( ManifestVersionIndex + 22 + ManifestVersionIndex2 ) ;
break ;
}
File . WriteAllLines ( ManifestFilename , ManifestContents ) ;
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
bool bEnableUniversalAPK = false ;
Ini . GetBool ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "bEnableUniversalAPK" , out bEnableUniversalAPK ) ;
// update gradle.properties to set STORE_VERSION properly, and OUTPUT_BUNDLEFILENAME
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string GradlePropertiesFilename = Path . Combine ( UnrealBuildGradlePath , "gradle.properties" ) ;
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string GradlePropertiesContent = File . ReadAllText ( GradlePropertiesFilename ) ;
GradlePropertiesContent + = string . Format ( "\nSTORE_VERSION={0}\nOUTPUT_BUNDLEFILENAME={1}\n" , BaseStoreVersion ,
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Path . GetFileNameWithoutExtension ( OutputPath ) . Replace ( "UnrealGame" , ProjectName ) + ".aab" ) ;
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if ( bEnableUniversalAPK )
{
GradlePropertiesContent + = string . Format ( "OUTPUT_UNIVERSALFILENAME={0}\n" ,
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Path . GetFileNameWithoutExtension ( OutputPath ) . Replace ( "UnrealGame" , ProjectName ) + "_universal.apk" ) ;
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}
File . WriteAllText ( GradlePropertiesFilename , GradlePropertiesContent ) ;
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string GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "gradlew" ) ;
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if ( ! RuntimePlatform . IsWindows )
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{
// fix permissions for Mac/Linux
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RunCommandLineProgramWithException ( UnrealBuildGradlePath , "/bin/sh" , string . Format ( "-c 'chmod 0755 \"{0}\"'" , GradleScriptPath . Replace ( "'" , "'\"'\"'" ) ) , "Fix gradlew permissions" ) ;
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}
else
{
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if ( CreateRunGradle ( UnrealBuildGradlePath ) )
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{
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GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "rungradle.bat" ) ;
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}
else
{
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GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "gradlew.bat" ) ;
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}
}
string GradleBuildType = bForDistribution ? ":app:bundleRelease" : ":app:bundleDebug" ;
// collect optional additional Gradle parameters from plugins
string GradleOptions = UPL . ProcessPluginNode ( NDKArch , "gradleParameters" , GradleBuildType ) ; // "--stacktrace --debug " + GradleBuildType);
string GradleSecondCallOptions = UPL . ProcessPluginNode ( NDKArch , "gradleSecondCallParameters" , "" ) ;
// make sure destination exists
//Directory.CreateDirectory(Path.GetDirectoryName(DestApkName));
// Use gradle to build the .apk file
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string ShellExecutable = RuntimePlatform . IsWindows ? "cmd.exe" : "/bin/sh" ;
string ShellParametersBegin = RuntimePlatform . IsWindows ? "/c " : "-c '" ;
string ShellParametersEnd = RuntimePlatform . IsWindows ? "" : "'" ;
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RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd , "Making .aab with Gradle..." ) ;
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if ( GradleSecondCallOptions ! = "" )
{
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RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleSecondCallOptions + ShellParametersEnd , "Additional Gradle steps..." ) ;
2020-02-12 13:27:19 -05:00
}
// For build machine run a clean afterward to clean up intermediate files (does not remove final APK)
if ( bIsBuildMachine )
{
//GradleOptions = "tasks --all";
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//RunCommandLineProgramWithException(UnrealBuildGradlePath, ShellExecutable, ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd, "Listing all tasks...");
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GradleOptions = "clean" ;
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RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd , "Cleaning Gradle intermediates..." ) ;
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}
}
else
{
// generate an AAB for each architecture separately, was unable to merge
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foreach ( Tuple < string , string > build in BuildList )
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{
string Arch = build . Item1 ;
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string Manifest = build . Item2 ;
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string NDKArch = GetNDKArch ( Arch ) ;
Log . TraceInformation ( "\n===={0}====GENERATING BUNDLE====={1}================================================================" , DateTime . Now . ToString ( ) , Arch ) ;
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string UnrealBuildPath = Path . Combine ( IntermediateAndroidPath , Arch . Substring ( 1 ) . Replace ( "-" , "_" ) ) ;
string UnrealBuildGradlePath = Path . Combine ( UnrealBuildPath , "gradle" ) ;
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string GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "gradlew" ) ;
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if ( ! RuntimePlatform . IsWindows )
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{
// fix permissions for Mac/Linux
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RunCommandLineProgramWithException ( UnrealBuildGradlePath , "/bin/sh" , string . Format ( "-c 'chmod 0755 \"{0}\"'" , GradleScriptPath . Replace ( "'" , "'\"'\"'" ) ) , "Fix gradlew permissions" ) ;
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}
else
{
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if ( CreateRunGradle ( UnrealBuildGradlePath ) )
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{
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GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "rungradle.bat" ) ;
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}
else
{
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GradleScriptPath = Path . Combine ( UnrealBuildGradlePath , "gradlew.bat" ) ;
2020-02-12 13:27:19 -05:00
}
}
string GradleBuildType = bForDistribution ? ":app:bundleRelease" : ":app:bundleDebug" ;
// collect optional additional Gradle parameters from plugins
string GradleOptions = UPL . ProcessPluginNode ( NDKArch , "gradleParameters" , GradleBuildType ) ; // "--stacktrace --debug " + GradleBuildType);
string GradleSecondCallOptions = UPL . ProcessPluginNode ( NDKArch , "gradleSecondCallParameters" , "" ) ;
// make sure destination exists
//Directory.CreateDirectory(Path.GetDirectoryName(DestApkName));
// Use gradle to build the .apk file
2021-06-08 17:01:47 -04:00
string ShellExecutable = RuntimePlatform . IsWindows ? "cmd.exe" : "/bin/sh" ;
string ShellParametersBegin = RuntimePlatform . IsWindows ? "/c " : "-c '" ;
string ShellParametersEnd = RuntimePlatform . IsWindows ? "" : "'" ;
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RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd , "Making .aab with Gradle..." ) ;
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if ( GradleSecondCallOptions ! = "" )
{
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RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleSecondCallOptions + ShellParametersEnd , "Additional Gradle steps..." ) ;
2020-02-12 13:27:19 -05:00
}
// For build machine run a clean afterward to clean up intermediate files (does not remove final APK)
if ( bIsBuildMachine )
{
//GradleOptions = "tasks --all";
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//RunCommandLineProgramWithException(UnrealBuildGradlePath, ShellExecutable, ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd, "Listing all tasks...");
2020-02-12 13:27:19 -05:00
GradleOptions = "clean" ;
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RunCommandLineProgramWithExceptionAndFiltering ( UnrealBuildGradlePath , ShellExecutable , ShellParametersBegin + "\"" + GradleScriptPath + "\" " + GradleOptions + ShellParametersEnd , "Cleaning Gradle intermediates..." ) ;
2020-02-12 13:27:19 -05:00
}
}
}
}
Log . TraceInformation ( "\n===={0}====COMPLETED MAKE APK=======================================================================" , DateTime . Now . ToString ( ) ) ;
2014-03-14 14:13:41 -04:00
}
2015-12-10 16:56:55 -05:00
private List < string > CollectPluginDataPaths ( TargetReceipt Receipt )
{
List < string > PluginExtras = new List < string > ( ) ;
if ( Receipt = = null )
{
Log . TraceInformation ( "Receipt is NULL" ) ;
return PluginExtras ;
}
// collect plugin extra data paths from target receipt
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
IEnumerable < ReceiptProperty > Results = Receipt . AdditionalProperties . Where ( x = > x . Name = = "AndroidPlugin" ) ;
foreach ( ReceiptProperty Property in Results )
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{
// Keep only unique paths
string PluginPath = Property . Value ;
if ( PluginExtras . FirstOrDefault ( x = > x = = PluginPath ) = = null )
{
PluginExtras . Add ( PluginPath ) ;
Log . TraceInformation ( "AndroidPlugin: {0}" , PluginPath ) ;
}
}
return PluginExtras ;
}
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public override bool PrepTargetForDeployment ( TargetReceipt Receipt )
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{
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//Log.TraceInformation("$$$$$$$$$$$$$$ PrepTargetForDeployment $$$$$$$$$$$$$$$$$");
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DirectoryReference ProjectDirectory = DirectoryReference . FromFile ( Receipt . ProjectFile ) ? ? Unreal . EngineDirectory ;
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string TargetName = ( Receipt . ProjectFile = = null ? Receipt . TargetName : Receipt . ProjectFile . GetFileNameWithoutAnyExtensions ( ) ) ;
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AndroidToolChain ToolChain = ( AndroidToolChain ) ( ( AndroidPlatform ) UEBuildPlatform . GetBuildPlatform ( Receipt . Platform ) ) . CreateTempToolChainForProject ( Receipt . ProjectFile ) ;
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// get the receipt
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SetAndroidPluginData ( ToolChain . GetAllArchitectures ( ) , CollectPluginDataPaths ( Receipt ) ) ;
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bool bShouldCompileAsDll = Receipt . HasValueForAdditionalProperty ( "CompileAsDll" , "true" ) ;
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SavePackageInfo ( TargetName , ProjectDirectory . FullName , Receipt . TargetType , bShouldCompileAsDll ) ;
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// Get the output paths
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BuildProductType ProductType = bShouldCompileAsDll ? BuildProductType . DynamicLibrary : BuildProductType . Executable ;
List < FileReference > OutputPaths = Receipt . BuildProducts . Where ( x = > x . Type = = ProductType ) . Select ( x = > x . Path ) . ToList ( ) ;
if ( OutputPaths . Count < 1 )
{
throw new BuildException ( "Target file does not contain either executable or dynamic library .so" ) ;
}
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// we need to strip architecture from any of the output paths
string BaseSoName = ToolChain . RemoveArchName ( OutputPaths [ 0 ] . FullName ) ;
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2014-12-11 13:44:41 -05:00
// make an apk at the end of compiling, so that we can run without packaging (debugger, cook on the fly, etc)
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string RelativeEnginePath = Unreal . EngineDirectory . MakeRelativeTo ( DirectoryReference . GetCurrentDirectory ( ) ) ;
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MakeApk ( ToolChain , TargetName , Receipt . TargetType , ProjectDirectory . FullName , BaseSoName , RelativeEnginePath , bForDistribution : false , CookFlavor : "" , Configuration : Receipt . Configuration ,
bMakeSeparateApks : ShouldMakeSeparateApks ( ) , bIncrementalPackage : true , bDisallowPackagingDataInApk : false , bDisallowExternalFilesDir : true , bSkipGradleBuild : bShouldCompileAsDll ) ;
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// if we made any non-standard .apk files, the generated debugger settings may be wrong
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if ( ShouldMakeSeparateApks ( ) & & ( OutputPaths . Count > 1 | | ! OutputPaths [ 0 ] . FullName . Contains ( "-armv7" ) ) )
2014-12-11 13:44:41 -05:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Log . TraceInformation ( "================================================================================================================================" ) ;
Log . TraceInformation ( "Non-default apk(s) have been made: If you are debugging, you will need to manually select one to run in the debugger properties!" ) ;
Log . TraceInformation ( "================================================================================================================================" ) ;
2014-12-11 13:44:41 -05:00
}
2014-08-26 09:56:29 -04:00
return true ;
}
2019-02-27 11:57:17 -05:00
// Store generated package name in a text file for builds that do not generate an apk file
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public bool SavePackageInfo ( string TargetName , string ProjectDirectory , TargetType InTargetType , bool bIsEmbedded )
2019-02-27 11:57:17 -05:00
{
string PackageName = GetPackageName ( TargetName ) ;
string DestPackageNameFileName = Path . Combine ( ProjectDirectory , "Binaries" , "Android" , "packageInfo.txt" ) ;
string [ ] PackageInfoSource = new string [ 4 ] ;
PackageInfoSource [ 0 ] = PackageName ;
2019-07-17 19:00:37 -04:00
PackageInfoSource [ 1 ] = GetStoreVersion ( "" ) . ToString ( ) ;
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PackageInfoSource [ 2 ] = GetVersionDisplayName ( bIsEmbedded ) ;
2021-02-02 17:21:35 -04:00
PackageInfoSource [ 3 ] = string . Format ( "name='com.epicgames.unreal.GameActivity.AppType' value='{0}'" , InTargetType = = TargetType . Game ? "" : InTargetType . ToString ( ) ) ;
2019-02-27 11:57:17 -05:00
Log . TraceInformation ( "Writing packageInfo pkgName:{0} storeVersion:{1} versionDisplayName:{2} to {3}" , PackageInfoSource [ 0 ] , PackageInfoSource [ 1 ] , PackageInfoSource [ 2 ] , DestPackageNameFileName ) ;
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string DestDirectory = Path . GetDirectoryName ( DestPackageNameFileName ) ! ;
2019-04-12 10:10:09 -04:00
if ( ! Directory . Exists ( DestDirectory ) )
{
Directory . CreateDirectory ( DestDirectory ) ;
}
2019-02-27 11:57:17 -05:00
File . WriteAllLines ( DestPackageNameFileName , PackageInfoSource ) ;
return true ;
}
2014-08-26 09:56:29 -04:00
public static bool ShouldMakeSeparateApks ( )
{
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// @todo android fat binary: Currently, there isn't much utility in merging multiple .so's into a single .apk except for debugging,
// but we can't properly handle multiple GPU architectures in a single .apk, so we are disabling the feature for now
// The user will need to manually select the apk to run in their Visual Studio debugger settings (see Override APK in TADP, for instance)
// If we change this, pay attention to <OverrideAPKPath> in AndroidProjectGenerator
return true ;
2015-09-24 12:37:21 -04:00
2014-08-26 09:56:29 -04:00
// check to see if the project wants separate apks
2015-09-24 12:37:21 -04:00
// ConfigCacheIni Ini = nGetConfigCacheIni("Engine");
// bool bSeparateApks = false;
// Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bSplitIntoSeparateApks", out bSeparateApks);
//
// return bSeparateApks;
2014-03-14 14:13:41 -04:00
}
2019-02-27 11:57:17 -05:00
public bool PrepForUATPackageOrDeploy ( FileReference ProjectFile , string ProjectName , DirectoryReference ProjectDirectory , string ExecutablePath , string EngineDirectory , bool bForDistribution , string CookFlavor , UnrealTargetConfiguration Configuration , bool bIsDataDeploy , bool bSkipGradleBuild )
2014-03-14 14:13:41 -04:00
{
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//Log.TraceInformation("$$$$$$$$$$$$$$ PrepForUATPackageOrDeploy $$$$$$$$$$$$$$$$$");
2018-02-22 11:25:06 -05:00
TargetType Type = TargetType . Game ;
if ( CookFlavor . EndsWith ( "Client" ) )
{
Type = TargetType . Client ;
}
else if ( CookFlavor . EndsWith ( "Server" ) )
{
Type = TargetType . Server ;
}
2015-02-09 11:44:35 -05:00
// note that we cannot allow the data packaged into the APK if we are doing something like Launch On that will not make an obb
// file and instead pushes files directly via deploy
2021-06-22 00:27:54 -04:00
AndroidTargetRules TargetRules = new AndroidTargetRules ( ) ;
CommandLine . ParseArguments ( Environment . GetCommandLineArgs ( ) , TargetRules ) ;
AndroidToolChainOptions Options = AndroidPlatform . CreateToolChainOptions ( TargetRules ) ;
AndroidToolChain ToolChain = new AndroidToolChain ( ProjectFile , false , null , null , Options ) ;
2019-02-27 11:57:17 -05:00
2019-05-14 15:30:43 -04:00
SavePackageInfo ( ProjectName , ProjectDirectory . FullName , Type , bSkipGradleBuild ) ;
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MakeApk ( ToolChain , ProjectName , Type , ProjectDirectory . FullName , ExecutablePath , EngineDirectory , bForDistribution : bForDistribution , CookFlavor : CookFlavor , Configuration : Configuration ,
bMakeSeparateApks : ShouldMakeSeparateApks ( ) , bIncrementalPackage : false , bDisallowPackagingDataInApk : bIsDataDeploy , bDisallowExternalFilesDir : ! bForDistribution | | bIsDataDeploy , bSkipGradleBuild : bSkipGradleBuild ) ;
2014-03-14 14:13:41 -04:00
return true ;
}
public static void OutputReceivedDataEventHandler ( Object Sender , DataReceivedEventArgs Line )
{
if ( ( Line ! = null ) & & ( Line . Data ! = null ) )
{
Log . TraceInformation ( Line . Data ) ;
}
}
2015-07-15 14:01:33 -04:00
2019-06-06 17:25:10 -04:00
private string GenerateTemplatesHashCode ( string EngineDir )
{
string SourceDirectory = Path . Combine ( EngineDir , "Build" , "Android" , "Java" ) ;
if ( ! Directory . Exists ( SourceDirectory ) )
{
return "badpath" ;
}
MD5 md5 = MD5 . Create ( ) ;
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byte [ ] ? TotalHashBytes = null ;
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string [ ] SourceFiles = Directory . GetFiles ( SourceDirectory , "*.*" , SearchOption . AllDirectories ) ;
foreach ( string Filename in SourceFiles )
{
using ( FileStream stream = File . OpenRead ( Filename ) )
{
byte [ ] FileHashBytes = md5 . ComputeHash ( stream ) ;
if ( TotalHashBytes ! = null )
{
int index = 0 ;
foreach ( byte b in FileHashBytes )
{
TotalHashBytes [ index ] ^ = b ;
index + + ;
}
}
else
{
TotalHashBytes = FileHashBytes ;
}
}
}
if ( TotalHashBytes ! = null )
{
string HashCode = "" ;
foreach ( byte b in TotalHashBytes )
{
HashCode + = b . ToString ( "x2" ) ;
}
return HashCode ;
}
return "empty" ;
}
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private void UpdateGameActivity ( string UnrealArch , string NDKArch , string EngineDir , string UnrealBuildPath )
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{
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string SourceFilename = Path . Combine ( EngineDir , "Build" , "Android" , "Java" , "src" , "com" , "epicgames" , "unreal" , "GameActivity.java.template" ) ;
string DestFilename = Path . Combine ( UnrealBuildPath , "src" , "com" , "epicgames" , "unreal" , "GameActivity.java" ) ;
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2018-06-26 08:42:47 -04:00
// check for GameActivity.java.template override
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SourceFilename = UPL ! . ProcessPluginNode ( NDKArch , "gameActivityReplacement" , SourceFilename ) ;
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2019-02-27 11:57:17 -05:00
ConfigHierarchy Ini = GetConfigCacheIni ( ConfigHierarchyType . Engine ) ;
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string LoadLibraryDefaults = "" ;
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string SuperClassDefault ;
if ( ! Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "GameActivitySuperClass" , out SuperClassDefault ) )
{
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SuperClassDefault = UPL . ProcessPluginNode ( NDKArch , "gameActivitySuperClass" , "" ) ;
if ( String . IsNullOrEmpty ( SuperClassDefault ) )
{
SuperClassDefault = "NativeActivity" ;
}
2019-02-27 17:28:11 -05:00
}
2019-02-27 11:57:17 -05:00
2016-12-08 22:53:00 -05:00
string AndroidGraphicsDebugger ;
Ini . GetString ( "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings" , "AndroidGraphicsDebugger" , out AndroidGraphicsDebugger ) ;
switch ( AndroidGraphicsDebugger . ToLower ( ) )
{
case "mali" :
LoadLibraryDefaults + = "\t\ttry\n" +
"\t\t{\n" +
"\t\t\tSystem.loadLibrary(\"MGD\");\n" +
"\t\t}\n" +
"\t\tcatch (java.lang.UnsatisfiedLinkError e)\n" +
"\t\t{\n" +
"\t\t\tLog.debug(\"libMGD.so not loaded.\");\n" +
"\t\t}\n" ;
break ;
}
2019-03-28 15:24:27 -04:00
2016-12-08 22:53:00 -05:00
Dictionary < string , string > Replacements = new Dictionary < string , string > {
{ "//$${gameActivityImportAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityImportAdditions" , "" ) } ,
{ "//$${gameActivityPostImportAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityPostImportAdditions" , "" ) } ,
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{ "//$${gameActivityImplementsAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityImplementsAdditions" , "" ) } ,
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
{ "//$${gameActivityClassAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityClassAdditions" , "" ) } ,
2016-12-08 22:53:00 -05:00
{ "//$${gameActivityReadMetadataAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityReadMetadataAdditions" , "" ) } ,
2021-04-08 14:32:07 -04:00
{ "//$${gameActivityOnCreateBeginningAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnCreateBeginningAdditions" , "" ) } ,
2016-12-08 22:53:00 -05:00
{ "//$${gameActivityOnCreateAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnCreateAdditions" , "" ) } ,
2019-05-03 17:54:31 -04:00
{ "//$${gameActivityOnCreateFinalAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnCreateFinalAdditions" , "" ) } ,
2020-02-28 20:20:36 -05:00
{ "//$${gameActivityOverrideAPKOBBPackaging}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOverrideAPKOBBPackaging" , "" ) } ,
2016-12-08 22:53:00 -05:00
{ "//$${gameActivityOnDestroyAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnDestroyAdditions" , "" ) } ,
2021-04-29 19:32:06 -04:00
{ "//$${gameActivityonConfigurationChangedAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityonConfigurationChangedAdditions" , "" ) } ,
2016-12-08 22:53:00 -05:00
{ "//$${gameActivityOnStartAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnStartAdditions" , "" ) } ,
{ "//$${gameActivityOnStopAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnStopAdditions" , "" ) } ,
2020-10-29 13:38:15 -04:00
{ "//$${gameActivityOnRestartAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnRestartAdditions" , "" ) } ,
{ "//$${gameActivityOnSaveInstanceStateAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnSaveInstanceStateAdditions" , "" ) } ,
{ "//$${gameActivityOnRequestPermissionsResultAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnRequestPermissionsResultAdditions" , "" ) } ,
2016-12-08 22:53:00 -05:00
{ "//$${gameActivityOnPauseAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnPauseAdditions" , "" ) } ,
{ "//$${gameActivityOnResumeAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnResumeAdditions" , "" ) } ,
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3235199 on 2016/12/14 by Joe.Barnes
Fix new compile error for missing #define
Change 3235340 on 2016/12/14 by Arciel.Rekman
Linux: refactor of some PlatformMisc functions.
- RootDir() removed since it was a no-op.
- Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir.
- Change by CengizT,
Change 3237014 on 2016/12/15 by Michael.Trepka
Fixed a crash in FChunkCacheWorker constructor
Change 3238305 on 2016/12/16 by Josh.Adams
- Added a None option to the FKey customization, unless the FKey property had NoClear on it
Change 3240823 on 2016/12/20 by Josh.Stoddard
Device profiles don't work for iPadPro 9.7 and 12.9
#jira UE-39943
Change 3241103 on 2016/12/20 by Alicia.Cano
Android support from Visual Studio
#jira UEPLAT-1421
#android
Change 3241357 on 2016/12/20 by Chris.Babcock
Add gameActivityOnNewIntentAddtions section to Android UPL
#jira UE-38986
#PR #2969
#ue4
#android
Change 3241941 on 2016/12/21 by Alicia.Cano
Build Fix
Change 3249832 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249837 on 2017/01/06 by Nick.Shin
black box issues fixed:
use device pixel ratio during width and height checks
and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3249988 on 2017/01/06 by Josh.Adams
- Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread
#jira UE-40305, UE-39291, UE-40113
Change 3253720 on 2017/01/11 by Josh.Adams
- Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini
- See SwitchRuntimeSettings.h / GetConfigOverridePlatform()
- Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings).
- See UObject::GetDefaultConfigFilename()
- Updated some minor ShooterGame switch settings while cleaning this up
Change 3254162 on 2017/01/11 by Daniel.Lamb
Avoid trying to load empty package names.
Fixed issue with iterative ini files being unparseable if they inlcude a colon in them.
#jira UE-40257, UE-35001
#test Cook QAGame
Change 3255309 on 2017/01/12 by Daniel.Lamb
In the derived datacache commandlet wait for texture building to finish before we GC.
#test DDC QAGame
Change 3255311 on 2017/01/12 by Daniel.Lamb
Removed debug logging for shader compilation.
Issue hasn't occured in a while and the logging is annoying.
#test Cook QAGame
Change 3257024 on 2017/01/13 by Josh.Adams
- Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook.
#jira UE-38691
Change 3259636 on 2017/01/16 by Josh.Adams
- Fixed split screen render issue with payer 2 getting no geometry
#jira UE-40684
Change 3260159 on 2017/01/17 by Ben.Marsh
Added extra logging when deleting a directory fails during ReconcileWorkspace.
Change 3260300 on 2017/01/17 by Ben.Marsh
More logging for cleaning workspaces.
Change 3261056 on 2017/01/17 by Daniel.Lamb
Cook on the fly builds now resolve string asset references.
#test Trivial
Change 3262803 on 2017/01/18 by Joe.Graf
Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins
Change 3262852 on 2017/01/18 by Joe.Graf
Fixed the bad robomerge
Don't try to regenerate projects when adding a content only plugin to a content only project
Change 3264930 on 2017/01/19 by Joe.Barnes
#include some header files needed when building UFE.
Change 3265728 on 2017/01/20 by Will.Fissler
PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content.
Change 3267188 on 2017/01/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3267439 on 2017/01/22 by Arciel.Rekman
Fix Dev-Platform build.
- Fixed just to have it compile; perhaps a proper fix is needed.
- Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one).
Change 3267556 on 2017/01/23 by Arciel.Rekman
Linux: fix MoveFile to work across file systems.
- PR #3141 with slight changes.
Change 3267843 on 2017/01/23 by Arciel.Rekman
Remove name collision (macro vs libc++).
- Redoing CL 3259310.
Change 3267850 on 2017/01/23 by Arciel.Rekman
Fix wrong always true condition.
- PLATFORM_LINUX is always defined, but can be 0.
Change 3268048 on 2017/01/23 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#test Rebuild lighting Paragon
Change 3268403 on 2017/01/23 by Josh.Adams
#BUILDUPGRADENOTES
- Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations)
- Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS!
Change 3272441 on 2017/01/25 by Chris.Babcock
Fixed documentation error in UnrealPluginLanguage
#ue4
#android
Change 3272478 on 2017/01/25 by Chris.Babcock
Fix another documentation error in UnrealPluginLanguage
#ue4
Change 3272826 on 2017/01/25 by Chris.Babcock
Google Cloud Messaging plugin for Android
#jira UEPLAT-1458
#ue4
#android
Change 3272839 on 2017/01/25 by Chris.Babcock
Fix name of Google Cloud Messaging Sender ID
#ue4
#android
Change 3273837 on 2017/01/26 by Daniel.Lamb
Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it.
Instead crash as this is a loss of content situation.
#test Cook paragon cook qagame
Change 3274122 on 2017/01/26 by Alicia.Cano
Runtime permissions support on Android
- Removing certain permissions
#jira UE-38512
#android
Change 3274311 on 2017/01/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3274794 on 2017/01/27 by Arciel.Rekman
Linux: fix installed SDK check (UE-40392).
- Pull request #3111 by rubu.
Change 3274803 on 2017/01/27 by Arciel.Rekman
Linux: added few more exceptions to .gitignore (UE-39612).
- Pull request #3026 by ardneran.
Change 3276247 on 2017/01/27 by Nick.Shin
HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize
note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer
#jira UE-34753 Zen Garden cannot compile in HTML5
#jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'.
Change 3276347 on 2017/01/27 by dan.reynolds
Android Streaming Test Content
Change 3276682 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- fix up what looks like a bad merge
- allow linux to also build these libs
- fixed harfbuzz to use freetype2-2.6 when building HTML5 libs
- tested on mac, linux, and windows (git-bash)
Change 3276796 on 2017/01/29 by Nick.Shin
HTML5 thirdparty (python) build scripts
- linux patches from mozilla's jukka
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3276803 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- getting ready to build with (new toolchain that has) wasm support
- minor fix to handle whitespace in project path
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3278007 on 2017/01/30 by Arciel.Rekman
SteamVR: whitelist for Linux.
- Makes Blueprint functions available in Linux builds, even if stubbed.
- Can be probably whitelisted for Mac too.
Change 3278172 on 2017/01/30 by Arciel.Rekman
Do not rebuild UnrealPak locally (UE-41285).
Change 3279873 on 2017/01/31 by Brent.Pease
+ Implement streaming in Vorbis
+ Add streaming to Android audio
+ Fix audio streaming chunk race condition
Change 3280063 on 2017/01/31 by Brent.Pease
GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices
#2949
#jira UE-38829
Change 3280072 on 2017/01/31 by Brent.Pease
PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan)
https://github.com/EpicGames/UnrealEngine/pull/2889
#jira ue-37874
#2889
Change 3280091 on 2017/01/31 by Arciel.Rekman
Linux: fix "unable to make writable" toast (UE-37228).
- Also fixed other platforms that returned inverted the error result.
Change 3280624 on 2017/01/31 by Brent.Pease
PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal)
https://github.com/EpicGames/UnrealEngine/pull/2891
#2891
#jira ue-37891
Change 3280625 on 2017/01/31 by Brent.Pease
GitHub 2576 - Fix UIImagePickerController crash
#2576
#jira UE-328888
Change 3281618 on 2017/02/01 by Josh.Adams
- Fixed hopeful compile error with missing inlcude
#jira UE-41415
Change 3282277 on 2017/02/01 by Josh.Adams
- Support 0.12.16 and 1.1.1 (the first versions that can share Oasis)
Change 3282441 on 2017/02/01 by Arciel.Rekman
Fix Linux editor splash screen (UE-28123).
Change 3282580 on 2017/02/01 by Nick.Shin
HTML5 - fix "firefox nighly" issue with:
failed to compile wasm module: CompileError: at offset XXX: initial memory size too big:
WARNING: this greatly impacts (in browser) compile times
Change 3285991 on 2017/02/03 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3286406 on 2017/02/03 by Chris.Babcock
Save and restore texture filtering for movie playback in all cases
#jira UE-41565
#ue4
#android
Change 3286800 on 2017/02/04 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3288598 on 2017/02/06 by Arciel.Rekman
CodeLite fixes.
- Use *-Linux-Debug binary for Debug configuration.
- Fix virtual paths.
Change 3288864 on 2017/02/06 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
- Note, Switch is known to not boot with this, fix coming next
Change 3289364 on 2017/02/06 by Josh.Adams
[BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string.
- Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files
- This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects)
- Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information
- Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure.
- Added FConfigFile::GetArray (previous was only on FConfigCacheIni)
Change 3289796 on 2017/02/07 by Arciel.Rekman
Linux: remove leftover CEF build script.
Change 3289872 on 2017/02/07 by Arciel.Rekman
Linux: install MIME types (UE-40954).
- Pull request #3154 by RicardoEPRodrigues.
Change 3289915 on 2017/02/07 by Josh.Adams
- Fixed CIS warnings
Change 3289916 on 2017/02/07 by Arciel.Rekman
Linux: remove -opengl4 from the default invocation.
Change 3290009 on 2017/02/07 by Gil.Gribb
UE4 - Fixed boot time EDL causing some issues even when it wasn't being used.
Change 3290120 on 2017/02/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3290948 on 2017/02/07 by Arciel.Rekman
Linux: fix crash when clicking on question mark (UE-41634).
- Symbol interposition problem (proper fix is still to be investigated).
(Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform)
Change 3291074 on 2017/02/07 by Arciel.Rekman
Speculative build fix.
Change 3292028 on 2017/02/08 by Josh.Adams
- Fixed Incremental CIS build failures
Change 3292105 on 2017/02/08 by Nick.Shin
emcc.py - change warning to info
#jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings
Change 3292201 on 2017/02/08 by JohnHenry.Carawon
Change comment to fix XML warning when generating project files on Linux
Change 3292242 on 2017/02/08 by Arciel.Rekman
Linux: avoid unnecessary dependency on CEF (UE-41634).
- Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets).
- Also disable CEF compilation for ShaderCompileWorker.
- Based on CL 3292077 in 4.15.
Change 3292559 on 2017/02/08 by Josh.Adams
- Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES)
Change 3294333 on 2017/02/09 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3294506 on 2017/02/09 by Josh.Adams
- Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire
#jira UE-41710
Change 3294984 on 2017/02/09 by Josh.Adams
- Worked around the remote compiling issue with code-based projects on a different drive than the engine
#jira UE-41704
Change 3295056 on 2017/02/09 by Josh.Adams
- Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename
Change 3295161 on 2017/02/09 by Josh.Adams
- Fixed new bug when buildin native ios that was caused by a remote compile break
Change 3295229 on 2017/02/09 by Josh.Adams
- Fixed a crash in clothing on platforms that don't support clothing
#jira UE-41830
[CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
{ "//$${gameActivityOnNewIntentAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnNewIntentAdditions" , "" ) } ,
{ "//$${gameActivityOnActivityResultAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnActivityResultAdditions" , "" ) } ,
2020-08-11 01:36:57 -04:00
{ "//$${gameActivityOnActivityResultIapStoreHelperHandler}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnActivityResultIapStoreHelperHandler" , "" ) } ,
2019-03-11 15:12:02 -04:00
{ "//$${gameActivityPreConfigRulesParseAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityPreConfigRulesParseAdditions" , "" ) } ,
2018-11-13 23:40:18 -05:00
{ "//$${gameActivityPostConfigRulesAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityPostConfigRulesAdditions" , "" ) } ,
2019-03-11 15:12:02 -04:00
{ "//$${gameActivityFinalizeConfigRulesAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityFinalizeConfigRulesAdditions" , "" ) } ,
2018-11-13 23:40:18 -05:00
{ "//$${gameActivityBeforeConfigRulesAppliedAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityBeforeConfigRulesAppliedAdditions" , "" ) } ,
2019-04-01 20:59:30 -04:00
{ "//$${gameActivityAfterMainViewCreatedAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityAfterMainViewCreatedAdditions" , "" ) } ,
2019-04-03 20:23:44 -04:00
{ "//$${gameActivityResizeKeyboardAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityResizeKeyboardAdditions" , "" ) } ,
2018-11-13 23:40:18 -05:00
{ "//$${gameActivityLoggerCallbackAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityLoggerCallbackAdditions" , "" ) } ,
2019-07-25 10:21:31 -04:00
{ "//$${gameActivityGetCommandLineAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityGetCommandLineAdditions" , "" ) } ,
2019-08-29 19:59:52 -04:00
{ "//$${gameActivityGetLoginIdAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityGetLoginIdAdditions" , "" ) } ,
2019-09-23 16:30:34 -04:00
{ "//$${gameActivityGetFunnelIdAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityGetFunnelIdAdditions" , "" ) } ,
2020-01-24 18:07:01 -05:00
{ "//$${gameActivityAllowedRemoteNotificationsAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityAllowedRemoteNotificationsAdditions" , "" ) } ,
2020-08-11 01:36:57 -04:00
{ "//$${gameActivityAndroidThunkJavaIapBeginPurchase}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityAndroidThunkJavaIapBeginPurchase" , "" ) } ,
2020-06-23 18:40:00 -04:00
{ "//$${gameActivityIapSetupServiceAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityIapSetupServiceAdditions" , "" ) } ,
2020-03-07 05:52:12 -05:00
{ "//$${gameActivityOnRestartApplicationAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityOnRestartApplicationAdditions" , "" ) } ,
{ "//$${gameActivityForceQuitAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivityForceQuitAdditions" , "" ) } ,
2021-11-22 16:44:57 -05:00
{ "//$${gameActivitySetCrashContextData}$$" , UPL . ProcessPluginNode ( NDKArch , "gameActivitySetCrashContextData" , "" ) } ,
2019-02-27 11:57:17 -05:00
{ "//$${soLoadLibrary}$$" , UPL . ProcessPluginNode ( NDKArch , "soLoadLibrary" , LoadLibraryDefaults ) } ,
2019-02-28 11:31:08 -05:00
{ "$${gameActivitySuperClass}$$" , SuperClassDefault } ,
2015-12-10 16:56:55 -05:00
} ;
string [ ] TemplateSrc = File . ReadAllLines ( SourceFilename ) ;
2021-11-18 14:37:34 -05:00
string [ ] ? TemplateDest = File . Exists ( DestFilename ) ? File . ReadAllLines ( DestFilename ) : null ;
2015-12-10 16:56:55 -05:00
2018-06-26 08:42:47 -04:00
bool TemplateChanged = false ;
2015-12-10 16:56:55 -05:00
for ( int LineIndex = 0 ; LineIndex < TemplateSrc . Length ; + + LineIndex )
2015-09-24 12:37:21 -04:00
{
2015-12-10 16:56:55 -05:00
string SrcLine = TemplateSrc [ LineIndex ] ;
bool Changed = false ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
foreach ( KeyValuePair < string , string > KVP in Replacements )
2015-07-20 15:46:27 -04:00
{
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if ( SrcLine . Contains ( KVP . Key ) )
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{
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SrcLine = SrcLine . Replace ( KVP . Key , KVP . Value ) ;
Changed = true ;
2015-07-20 15:46:27 -04:00
}
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}
2015-12-10 16:56:55 -05:00
if ( Changed )
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{
2015-12-10 16:56:55 -05:00
TemplateSrc [ LineIndex ] = SrcLine ;
2018-06-26 08:42:47 -04:00
TemplateChanged = true ;
2015-07-15 14:01:33 -04:00
}
2015-09-24 12:37:21 -04:00
}
2015-07-15 14:01:33 -04:00
2018-06-26 08:42:47 -04:00
if ( TemplateChanged )
{
// deal with insertions of newlines
TemplateSrc = string . Join ( "\n" , TemplateSrc ) . Split ( new [ ] { "\r\n" , "\r" , "\n" } , StringSplitOptions . None ) ;
}
2015-12-10 16:56:55 -05:00
if ( TemplateDest = = null | | TemplateSrc . Length ! = TemplateDest . Length | | ! TemplateSrc . SequenceEqual ( TemplateDest ) )
{
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Log . TraceInformation ( "\n==== Writing new GameActivity.java file to {0} ====" , DestFilename ) ;
2015-12-10 16:56:55 -05:00
File . WriteAllLines ( DestFilename , TemplateSrc ) ;
2019-02-28 11:31:08 -05:00
}
}
2021-02-02 17:21:35 -04:00
private void UpdateGameApplication ( string UnrealArch , string NDKArch , string EngineDir , string UnrealBuildPath )
2019-02-28 11:31:08 -05:00
{
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string SourceFilename = Path . Combine ( EngineDir , "Build" , "Android" , "Java" , "src" , "com" , "epicgames" , "unreal" , "GameApplication.java.template" ) ;
string DestFilename = Path . Combine ( UnrealBuildPath , "src" , "com" , "epicgames" , "unreal" , "GameApplication.java" ) ;
2019-02-28 11:31:08 -05:00
Dictionary < string , string > Replacements = new Dictionary < string , string > {
2021-11-18 14:37:34 -05:00
{ "//$${gameApplicationImportAdditions}$$" , UPL ! . ProcessPluginNode ( NDKArch , "gameApplicationImportAdditions" , "" ) } ,
2019-03-11 15:12:02 -04:00
{ "//$${gameApplicationOnCreateAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameApplicationOnCreateAdditions" , "" ) } ,
2020-10-29 13:38:15 -04:00
{ "//$${gameApplicationAttachBaseContextAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameApplicationAttachBaseContextAdditions" , "" ) } ,
{ "//$${gameApplicationOnLowMemoryAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameApplicationOnLowMemoryAdditions" , "" ) } ,
{ "//$${gameApplicationOnTrimMemoryAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameApplicationOnTrimMemoryAdditions" , "" ) } ,
{ "//$${gameApplicationOnConfigurationChangedAdditions}$$" , UPL . ProcessPluginNode ( NDKArch , "gameApplicationOnConfigurationChangedAdditions" , "" ) } ,
2019-02-28 11:31:08 -05:00
} ;
string [ ] TemplateSrc = File . ReadAllLines ( SourceFilename ) ;
2021-11-18 14:37:34 -05:00
string [ ] ? TemplateDest = File . Exists ( DestFilename ) ? File . ReadAllLines ( DestFilename ) : null ;
2019-02-28 11:31:08 -05:00
bool TemplateChanged = false ;
for ( int LineIndex = 0 ; LineIndex < TemplateSrc . Length ; + + LineIndex )
{
string SrcLine = TemplateSrc [ LineIndex ] ;
bool Changed = false ;
foreach ( KeyValuePair < string , string > KVP in Replacements )
{
if ( SrcLine . Contains ( KVP . Key ) )
{
SrcLine = SrcLine . Replace ( KVP . Key , KVP . Value ) ;
Changed = true ;
}
}
if ( Changed )
{
TemplateSrc [ LineIndex ] = SrcLine ;
TemplateChanged = true ;
}
}
if ( TemplateChanged )
{
// deal with insertions of newlines
TemplateSrc = string . Join ( "\n" , TemplateSrc ) . Split ( new [ ] { "\r\n" , "\r" , "\n" } , StringSplitOptions . None ) ;
}
if ( TemplateDest = = null | | TemplateSrc . Length ! = TemplateDest . Length | | ! TemplateSrc . SequenceEqual ( TemplateDest ) )
{
Log . TraceInformation ( "\n==== Writing new GameApplication.java file to {0} ====" , DestFilename ) ;
File . WriteAllLines ( DestFilename , TemplateSrc ) ;
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}
2015-09-24 12:37:21 -04:00
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
Change 3072915 on 2016/08/01 by Nick.Whiting
Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh
#jira UE-34044
Change 3072891 on 2016/08/01 by Nick.Whiting
Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers
#jira UE-33579
Change 3072885 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
Continued - adding missing file.
#jira UE-32876
Change 3072869 on 2016/08/01 by Ori.Cohen
Fix CIS
#jira UE-3402
Change 3072862 on 2016/08/01 by Josh.Adams
- Fixed case issue for Linux
#jira UE-34020
Change 3072818 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
#jira UE-32876
Change 3072756 on 2016/08/01 by John.Billon
Fixed crash when setting a composite texture on a render target cube.
#Jira UE-33885
Change 3072755 on 2016/08/01 by John.Billon
Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
#Jira UE-33574
Change 3072753 on 2016/08/01 by John.Billon
Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
#Jira UE-32565
#Jira UE-29528
Change 3072665 on 2016/08/01 by Ben.Marsh
Fix parse errors in BuildGraph example script.
Change 3072664 on 2016/08/01 by Mike.Beach
Mirrors CL 3072620 from Dev-Blueprints.
Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.
#jira UE-29631
Change 3072656 on 2016/08/01 by Mike.Beach
Mirrors CL 3072614 from Dev-Blueprints.
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
Change 3072649 on 2016/08/01 by Mike.Beach
Mirrors CL 3071292 from Dev-Blueprints.
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072568 on 2016/08/01 by Phillip.Kavan
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).
#jira UE-32780
Change 3072565 on 2016/08/01 by Rolando.Caloca
UE4.13 - More info to track down crash with missing Primitive uniform buffer
#jira UE-33418
Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt
Fix hovering broken in the details panel
#jira UE-20903
Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt
Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable
#jira UE-20903
Change 3072479 on 2016/08/01 by Ori.Cohen
Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision
#JIRA UE-34023
Change 3072438 on 2016/08/01 by Chris.Wood
Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
[UE-33943] - Crash Report Client window not opening in a packaged build
#jira UE-33943
#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher
Change 3072360 on 2016/08/01 by Chris.Babcock
Enable Google Play Games for ARM64 on Android
#jira UE-34031
#ue4
#android
Change 3072337 on 2016/08/01 by Mitchell.Wilson
Saving multiple files from VR template to resolve empty engine version warnings.
#jira UE-33937
Change 3072302 on 2016/08/01 by Lina.Halper
Fix issue where weight doesn't update correctly while updating list
#jira: UE-33023
Change 3072250 on 2016/08/01 by Lina.Halper
Add error message when rename failed
#jira: UE-33661
Change 3072103 on 2016/08/01 by Lina.Halper
- Undid previous propagating change of morphtarget - Refresh function
- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size
#code review: Rolando.Caloca
#jira: UE-33923
Change 3072062 on 2016/08/01 by Jurre.deBaare
Static Mesh Editor and Persona viewport are very dark
#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
#jira UE-33945
Change 3072061 on 2016/08/01 by Jurre.deBaare
Incorrect importing of morph target weights when setting the percentage bases option on import
#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
#jira UE-34003
Change 3072052 on 2016/08/01 by Chris.Babcock
Vulkan extension fixes for Android
#jira UE-32943
#ue4
#android
Change 3072039 on 2016/08/01 by Mitchell.Wilson
Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
#jira UE-33843
Change 3072003 on 2016/08/01 by Rob.Cannaday
Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
#jira UE-34008
Change 3071942 on 2016/08/01 by Matthew.Griffin
Adding feature pack for TP_VirtualRealityBP
Change 3071937 on 2016/08/01 by Max.Chen
Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.
#jira UE-32918
Change 3071932 on 2016/08/01 by Dmitry.Rekman
Linux: fix launch on (UE-33934)
#tests Tested launching on a native host.
#jira UE-33934
(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3071926 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed exponential slowdown when restoring selection states
#jira UE-33918
Change 3071917 on 2016/08/01 by Mitchell.Wilson
Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
#jira UE-15196
Change 3071914 on 2016/08/01 by Allan.Bentham
Fix for incorrect feature level when using networked PIE.
#jira UE-25807
Change 3071894 on 2016/08/01 by Andrew.Rodham
Sequence Recorder: CIS fix
#jira UE-31277
Change 3071884 on 2016/08/01 by phillip.patterson
Updated UMG_Invalidation.uasset to Include Combo Box Test
#jira UE-29618
Change 3071869 on 2016/08/01 by Mitchell.Wilson
Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
#jira UE-33714
Change 3071868 on 2016/08/01 by phillip.patterson
Added UMG_Invalidation.uasset for a test case
#jira UE-29618
Change 3071855 on 2016/08/01 by Jurre.deBaare
Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
#fix Recompiled zlib to be correct debug version
#jira UE-27576
Change 3071853 on 2016/08/01 by Jurre.deBaare
Fix issue with debug asserts not compiling correctly
#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
#jira UE-33989
Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt
Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue.
#jira UE-33013
Change 3071849 on 2016/08/01 by Tom.Looman
Resaved content files with engine version for VR Template
#jira ue-33325
Change 3071822 on 2016/08/01 by Mitchell.Wilson
Adding crosshair to WeapLauncher when not sighted in.
#jira UE-30617
Change 3071798 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed various issues to do with recording attached components
There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.
#jira UE-30574
#jira UE-31277
Change 3071789 on 2016/08/01 by Tom.Looman
Fixed warning of missing gamemode in VR Template.
#jira ue-33325
Change 3071787 on 2016/08/01 by Mitchell.Wilson
Cleared material interface on Neutral.uasset to resolve a warning.
#jira UE-33957
Change 3071784 on 2016/08/01 by Robert.Manuszewski
Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.
#jira UE-33692
#jira UE-33814
Change 3071746 on 2016/08/01 by Tom.Looman
Added config.ini for Feature Pack creation to VR Template
#jira ue-33325
Change 3071694 on 2016/08/01 by Robert.Manuszewski
Fixing crash after opening edit config data for remote build then packaging
#jira UE-33719
Change 3071660 on 2016/08/01 by Dmitriy.Dyomin
Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
#jira UE-30104
Change 3071657 on 2016/08/01 by Matthew.Griffin
Excluded TP_VirtualRealityBP Template from Mac Binary builds.
Change 3071651 on 2016/08/01 by Tom.Looman
Removed config.ini ref from content.txt
#jira UE-33325
Change 3071645 on 2016/08/01 by Jurre.deBaare
Merge Actor Tool missing option to deselect Export Specific LOD
#fix Added the ability to export a specific LOD or all LODs for the selected objects
#jira UE-33100
Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
#jira UE-29976
Change 3071608 on 2016/08/01 by Thomas.Sarkanen
Bringing hitch tracking fix over from Orion.
Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs
#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)
Change 3071606 on 2016/08/01 by Matthew.Griffin
Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
#jira UE-33959
Change 3071584 on 2016/08/01 by Matthew.Griffin
Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
#jira UE-23720
Change 3071479 on 2016/07/31 by Dmitriy.Dyomin
Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
Merged from Dev-Mobile CL# 3057039
#jira UE-32774
Change 3071478 on 2016/07/31 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3071282 on 2016/07/30 by Max.Chen
Cine Camera Actor: CIS fix
#jira UE-33805
Change 3071272 on 2016/07/30 by Max.Chen
Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.
#jira UE-33805
Change 3071229 on 2016/07/30 by Ben.Marsh
Fix static analysis warning.
Change 3071077 on 2016/07/29 by Max.Chen
Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.
#jira UE-33432
Change 3071076 on 2016/07/29 by Max.Chen
Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.
#jira UE-33078
Change 3071070 on 2016/07/29 by Max.Chen
Sequence Recorder: Record actors as possessables
Added GetWorld() check when resolving bindings in case the world is being torn down.
Copy from Dev-Sequencer
#jira UE-33969
Change 3071069 on 2016/07/29 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
Change 3071058 on 2016/07/29 by Max.Chen
Sequencer: Tweak track colors
Audio track brighter
Transform, bool, event tracks less saturated
Recording subsection more saturated
Fade track gradient
Copy from Dev-Sequencer
#jira UE-33968
Change 3071057 on 2016/07/29 by Max.Chen
Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.
Copy from Dev-Sequencer
#jira UE-33967
Change 3071004 on 2016/07/29 by Lauren.Ridge
Fix for crash on color picker summon due to null SWindow #rb chris.gagnon
#jira UE-33966
Change 3070956 on 2016/07/29 by Chris.Babcock
Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
#jira UE-33607
#ue4
#android
Change 3070807 on 2016/07/29 by Nick.Darnell
Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.
#jira UE-30481
Change 3070779 on 2016/07/29 by Rob.Cannaday
Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
#jira UE-33922
Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#jira UE-33914
Change 3070764 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278. (resubmitted as edit)
#jira UE-20581
Change 3070757 on 2016/07/29 by Nick.Darnell
Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.
#jira UE-33450
Change 3070741 on 2016/07/29 by Phillip.Kavan
Back out previous submit (forgot to convert to edit).
#jira UE-20581
Change 3070737 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278.
#jira UE-20581
Change 3070695 on 2016/07/29 by Ryan.Vance
#jira UE-32145
We were using the wrong texture format for the rift ogl bridge.
Removed derived ogl bridge destructor to fix assert.
Based on CL 3069701 from Oculus
Change 3070632 on 2016/07/29 by Mitchell.Wilson
Rebuilt lighting for SubwaySequencer
#jira UE-33564
Change 3070620 on 2016/07/29 by Chris.Babcock
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3070586 on 2016/07/29 by phillip.patterson
Updating Sequencer_Focus for test case
#jira UE-29618
Change 3070539 on 2016/07/29 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)
#jira UE-33463
Change 3070538 on 2016/07/29 by Mitchell.Wilson
Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
#jira UE-29730
Change 3070467 on 2016/07/29 by Lauren.Ridge
Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker
#jira UE-33920
#jira UE-33769
Change 3070460 on 2016/07/29 by Lauren.Ridge
Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker
#jira UE-32413
Change 3070455 on 2016/07/29 by Lauren.Ridge
Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker
#jira UE-33635
Change 3070404 on 2016/07/29 by John.Pollard
Fix: Console command "Open" crashes with dedicated server settings
#jira UE-32511
Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt
Fix incorrect tooltip for the lerp instruction in the material editor
#jira UE-33896
Change 3070376 on 2016/07/29 by Ryan.Vance
#jira UEVR-32
Support base and neo multi-view vertex shaders on ps4.
Compile both base and neo versions of the multi-view enabled vertex shaders.
Pack them together in the resulting shader code.
Unpack them and load the correct version when creating the vertex shader instance.
Change 3070345 on 2016/07/29 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3070315 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3070314 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3070272 on 2016/07/29 by Jon.Nabozny
Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.
#jira UE-33944
Change 3070235 on 2016/07/29 by Mitchell.Wilson
Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
#jira UE-32742
Change 3070221 on 2016/07/29 by Jurre.deBaare
HLOD: The forced viewing level slider does not stay in sync after building a cluster
#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
#jira UE-32187
Change 3070218 on 2016/07/29 by Jurre.deBaare
HLOD: Shadow logic in ALODActor is messed up
#fix Moved shadow determination logic
#jira UE-31753
Change 3070212 on 2016/07/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
#jira UE-30384
Change 3070176 on 2016/07/29 by Jurre.deBaare
Some post processing features in Preview Scene Settings do not update immediately
#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
#jira UE-33895
Change 3070175 on 2016/07/29 by Jurre.deBaare
Static Mesh Editor does not display Vertex Colors in Lit mode
#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
#jira UE-32977
Change 3070163 on 2016/07/29 by Chris.Wood
Changed log warnings to info when WinSAT assessment unavailable
[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
#jira UE-30198
trivial change
Change 3070154 on 2016/07/29 by Matthew.Griffin
Removed exceptions for IOS .a files now we are building code projects
Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
#jira UE-33868
Change 3070124 on 2016/07/29 by Alex.Delesky
#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.
Change 3070060 on 2016/07/29 by Chris.Wood
Fixed command line argument saved to crash reports and used to restart crash processes
[UE-30665] - CrashReporterClient send and restart does not reopen the project
#jira UE-30665
trivial re-add of a line lost in a confusing merge.
Change 3070035 on 2016/07/29 by Allan.Bentham
Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
Allows device profiles to disable vulkan and/or ES3.1.
#jira UE-33379
Change 3070027 on 2016/07/29 by Tom.Looman
Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)
#jira UE-33325
Change 3070009 on 2016/07/29 by James.Golding
Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
#jira UE-32395
Change 3070007 on 2016/07/29 by James.Golding
Fix highlight when searching Anim Curves
#jira UE-33073
Change 3070002 on 2016/07/29 by James.Golding
Fix complex collision drawing in StaticMesh Editor
#jira UE-33062
Change 3069998 on 2016/07/29 by Jon.Nabozny
Fix AShooterCharacter heavy breathing even when running but not moving.
#jira UE-32398
Change 3069980 on 2016/07/29 by James.Golding
Add UV support to ProcMeshComp collision
Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
Move ProceduralMeshComponent out of 'experimental'
#jira UE-29850, UE-33003
Change 3069970 on 2016/07/29 by James.Golding
Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
#jira UE-32819
Change 3069969 on 2016/07/29 by Andrew.Porter
Adding movie test content to NotForLicensee.
#jira UE-29618
Change 3069962 on 2016/07/29 by Chris.Wood
Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
#jira UE-31820
Affects Core and CrashReportClient.
Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
Added project-specific values to engine config with defaults set in BaseEngine.ini.
Added overrides to Orion config.
Change 3069908 on 2016/07/29 by Jurre.deBaare
Saving assets with UGS build, fixes build warnings
#jira UE-123
Change 3069889 on 2016/07/29 by Jurre.deBaare
Build fix for -game builds (missing WITH_EDITOR ifdef)
#jira UE-123
Change 3069877 on 2016/07/29 by Allan.Bentham
Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
Fixed issue that prevented settings editor saving out array property changes.
#jira UE-33379
Change 3069872 on 2016/07/29 by Jurre.deBaare
Added option to disable post processing option in preview scene
Inverted normals on the sky sphere (asset change)
Bad performance when changing (slider) values for the advanced preview scene
#fix Small optimizations and now only save the data on closing of the preview scene tab
#jira UE-33496
Persona floor offset not being correct
#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
#jira UE-32278
Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
#fix I will now hide the environment and O the floor
#jira UE-33498
Directional light rotation not saved with advanced preview scene profiles
#fix Now does :)
#jira UE-33619
Change 3069838 on 2016/07/29 by Luke.Thatcher
Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
#jira UE-33671
Change 3069440 on 2016/07/28 by patrickr.donovan
#jira UE-29618
Test content for AA and materials with tessellation enabled and absolute world position material function.
Change 3069148 on 2016/07/28 by Lina.Halper
Morphtarget deletion crash
#jira: UE-33851
#code review: Roalndo.caloca
Change 3069144 on 2016/07/28 by Michael.Trepka
Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj
#jira UE-31863
Change 3069021 on 2016/07/28 by Dmitry.Rekman
Linux: a number of small fixes from pull requests.
- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)
#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes.
#jira UE-24848
#jira UE-27742
#jira UE-27894
#jira UE-29781
#jira UE-30452
(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3068867 on 2016/07/28 by Mike.Fricker
Mesh Paint: Fixed various bugs
- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)
#jira UE-33554
#jira UE-33550
#jira UE-33551
#jira UE-33621
Change 3068758 on 2016/07/28 by Mitchell.Wilson
Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
#jira UE-33684
Change 3068733 on 2016/07/28 by Ori.Cohen
Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)
#JIRA UE-32630
Change 3068713 on 2016/07/28 by Lina.Halper
#Checking in Benn G's fix
Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).
#jira UE-33633
#code review: Benn.Gallagher
Change 3068580 on 2016/07/28 by John.Pollard
Disable hot reloading when using single process MP PIE
Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players
#jira UE-30516
Change 3068550 on 2016/07/28 by Jurre.deBaare
Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
#jira UE-31886
Change 3068549 on 2016/07/28 by Jurre.deBaare
Merged static meshes stop reaction to the Trace Complex on Move flag.
#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
#jira UE-30403
Change 3068548 on 2016/07/28 by Jurre.deBaare
Merge Actor tool can no longer merge just materials for an actor
#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
#jira UE-32797
Change 3068547 on 2016/07/28 by Jurre.deBaare
Make sure the advanced preview scene tab is shown by default
#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
#jira UE-33499
Change 3068546 on 2016/07/28 by Jurre.deBaare
Textures created from generating proxy meshes have incorrect compression format on tooltip
#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
#jira UE-30365
Change 3068543 on 2016/07/28 by Danny.Bouimad
#jira UE-29618
Made useability changes to the Phsyical Animation Profile Map
Change 3068407 on 2016/07/28 by Mitchell.Wilson
Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
#jira UE-33684
Change 3068403 on 2016/07/28 by Ben.Marsh
Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.
#jira UE-33459
Change 3068358 on 2016/07/28 by Martin.Wilson
Set default compression to NoClear as None is not a valid compression
#jira UE-31958
Change 3068346 on 2016/07/28 by Benjamin.Hyder
Updating TM-ContactShadows to include static meshes
#jira UE-29618
Change 3068336 on 2016/07/28 by Martin.Wilson
Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).
#jira UE-32101
Change 3068321 on 2016/07/28 by Martin.Wilson
Export bone selection widgets so that other modules can use them
#Jira UE-30361
Change 3068316 on 2016/07/28 by Martin.Wilson
Expose Root Motion Mode
#jira UE-14431
Change 3068307 on 2016/07/28 by Benjamin.Hyder
Rebuilding lighting in QA-Materials
#jira UE-29618
Change 3068299 on 2016/07/28 by Benjamin.Hyder
Renaming TM_Noise to TM-Noise
#jira UE-29618
Change 3068285 on 2016/07/28 by Martin.Wilson
Remove option to clear compression on animation sequences
#jira UE-31957
Change 3068282 on 2016/07/28 by Benjamin.Hyder
Re-Saving QA-Materials to remove log spam
#jira UE-29618
Change 3068271 on 2016/07/28 by Martin.Wilson
Add check to highlight recursion issue caused by game code
#jira UE-31417
Change 3068259 on 2016/07/28 by Jamie.Dale
Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types
#jira UE-31709
Change 3068257 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068204 on 2016/07/28 by Nick.Darnell
Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.
Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.
UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.
#jira UE-33845
Change 3068197 on 2016/07/28 by Martin.Wilson
Fix abstract notify state classes showing up in create menu
#jira UE-33864
Fix copy paste notifies introducing cross animation references
#jira UE-32801
Change 3068183 on 2016/07/28 by Matthew.Griffin
Remove hard coded staging for Crash Reporter and use its receipt instead
#jira UE-33800
Change 3068097 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
#jira UE-22679
Change 3068074 on 2016/07/28 by Matthew.Griffin
Added DDC nodes to list of content/shader modifiers for notifications
Change 3068053 on 2016/07/28 by Jack.Porter
After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components
#jira UE-5335
Change 3068043 on 2016/07/28 by Jack.Porter
Fix crash in mobile preview when selecting objects during shader compilation
#jira UE-33862
Change 3068031 on 2016/07/28 by Gareth.Martin
Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
#jira UE-33708
Change 3068030 on 2016/07/28 by Gareth.Martin
Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
#jira UE-20476
Change 3068029 on 2016/07/28 by Gareth.Martin
Fixed landscape "continuous" sculpting not working in multiple viewports
- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
#jira UE-32347
Change 3068013 on 2016/07/28 by Thomas.Sarkanen
Added a tick dependency for slave components
Ensures that slave components always get ticked after master components.
Prevents potential main thread stall updating morph targets in slave components.
#jira UE-23045 - Slave components could benefit from a tick dependency on master components
Change 3068011 on 2016/07/28 by Thomas.Sarkanen
Added space bar as a shortcut to play/pause animation playback in Persona
#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause
Change 3068009 on 2016/07/28 by Thomas.Sarkanen
Multi-arg console commands now accept string commands with or without quotes
Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
Removed old legacy code designed to fix trailing string params not being parsed correctly.
Updated some NULLs to nullptr.
#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks
Change 3067854 on 2016/07/28 by Dmitriy.Dyomin
Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
#jira UE-33440
Change 3067831 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Landscape GrassType does not have the option to exclude Decals
#jira UE-26669
Change 3067826 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
Also fixed Replace foliage type case
#jira UE-32010
Change 3067824 on 2016/07/28 by Dmitriy.Dyomin
Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
#jira UE-24767
Change 3067794 on 2016/07/27 by Jack.Porter
Expose Lighting Channels to Foliage and Landscape Grass
#jira UE-32794
Change 3067782 on 2016/07/27 by Jack.Porter
Fixed crash on device when playing sounds when packaged using Android_Multi
#jira UE-31981
Change 3067760 on 2016/07/27 by Jack.Porter
Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target
#jira UE-11756
Change 3067748 on 2016/07/27 by Dmitry.Rekman
Linux: fix packaged projects not being runnable (UE-33608).
- Added a shell script to run the binary.
#jira UE-33608
(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3067512 on 2016/07/27 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements (first two items)
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
Unshelved from pending changelist '3065760 (UE4/Dev-VR)
-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
-Known issue: some tracker location popping during reconnect. I will try to fix that next.
#jira UEVR-13
#review-3066558 @chad.taylor
Change 3067511 on 2016/07/27 by Jeff.Fisher
Duplicating 3058093 (UE4/Dev-VR)
Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
#jira UEVR-13
Change 3067488 on 2016/07/27 by Ori.Cohen
Make the UI more clear for which physical animation is currently being editted.
#JIRA UE-33332
Change 3067481 on 2016/07/27 by Chris.Babcock
AAR support and updating libraries:
- Google Play Games native C++ SDK 2.1
- Google Play Services 9.2.0
- android-support-v4.jar 23.0.0
#jira UEPLAT-1251
#jira UE-19190
#ue4
#android
Change 3067478 on 2016/07/27 by Ori.Cohen
Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings
#JIRA UE-33276, UE-33331
Change 3067474 on 2016/07/27 by Ori.Cohen
Make it so property index comes in on reset of array value and duplication (From Matt.K)
#JIRA UE-33276
Change 3067457 on 2016/07/27 by Ori.Cohen
Fix currently highlighted text in physics profiles being copied over when chaing current profile
#JIRA UE-33282
Change 3067451 on 2016/07/27 by Ori.Cohen
Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain
#JIRA UE-32531
Change 3067443 on 2016/07/27 by Ori.Cohen
Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
Mark the component as experimental and only expose valid functions into construction script
#JIRA UE-33656
Change 3067439 on 2016/07/27 by Ori.Cohen
Added more logging info for potential fixed framerate negative delta time crash
#JIRA UE-32219
Change 3067348 on 2016/07/27 by mason.seay
Updating map to have hit events test.
#jira UE-29618
Change 3067342 on 2016/07/27 by Mitchell.Wilson
Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
#jira UE-15698
Change 3067332 on 2016/07/27 by Dmitry.Rekman
Fix for libstdc++ problems (UE-33584).
#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.
#JIRA UE-33584
(Redoing CL 3065551 from Dev-Platform).
Change 3067262 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly
#tests: PIE/compile editor build/noneditor
#jira: UE-33477
Change 3067228 on 2016/07/27 by Lina.Halper
This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.
#jira: UE-29880
Change 3067168 on 2016/07/27 by Lina.Halper
DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
#jira: UE-33454
Change 3067162 on 2016/07/27 by Lina.Halper
pose asset source animation/animation asset preview pose now have proper skeleton filter
#jira: UE-32607
Change 3067160 on 2016/07/27 by Lina.Halper
Fix issue with preview curve not working when no asset
#jira: UE-33402
Change 3067138 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3067129 on 2016/07/27 by Lina.Halper
DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
#tests: Jump_Recovery_Additive, PIE
#jira: UE-33477
Change 3067128 on 2016/07/27 by Michael.Trepka
Copy of CL 3062046
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS
#jira UE-33683
Change 3067104 on 2016/07/27 by Lina.Halper
DUPEFIX: Support different samplerate for reimport with set range
#jira: UE-16027
Change 3067093 on 2016/07/27 by Lina.Halper
DUPE FIX: Fix baking is applied twice in the new created animation
#jira: UE-31120
Change 3067088 on 2016/07/27 by Lina.Halper
Fix issues with rename/delete of the curves
#jira: UE-33663, UE-33730, UE-33661, UE-33662
Change 3066795 on 2016/07/27 by Mark.Satterthwaite
Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
#jira UE-33778
Change 3066788 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3066338:
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066786 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3064743:
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira UE-33827
#jira FORT-27685
Change 3066768 on 2016/07/27 by samuel.proctor
Updated child blueprint used for profiler testing
#jira UE-29618
Change 3066733 on 2016/07/27 by samuel.proctor
Refreshed broken node in profiler test asset
#jira UE-29618
Change 3066670 on 2016/07/27 by Sam.Deiter
#Jira UEDOC-3139 Adding the blending tool tip images.
Change 3066669 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063329:
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3066668 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063327:
Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
#jira UE-32068
Change 3066625 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3062160:
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3066624 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063328:
Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
#jira UE-33820
Change 3066589 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3060590 to fix UE-33819:
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
#jira UE-33819
Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed Reset to default not updating when selecting new assets
#jira UE-33817
Change 3066509 on 2016/07/27 by mason.seay
Phys material needed for TM-SliceProcMesh
#jira UE-29618
Change 3066500 on 2016/07/27 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3066499 on 2016/07/27 by Jurre.deBaare
Map build should not generate empty HLOD folder in Editor
#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
#jira UE-29564
Change 3066498 on 2016/07/27 by Jurre.deBaare
HLOD outliner drag and drop operation can cause log spam
#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
#jira UE-32106
Change 3066485 on 2016/07/27 by Alan.Noon
Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
#jira UE-30564
Change 3066470 on 2016/07/27 by mason.seay
Test map and updating blueprint for slicing proc mesh
#jira UE-29618
Change 3066367 on 2016/07/27 by Matthew.Griffin
Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main
Change 3066337 on 2016/07/27 by Matthew.Griffin
Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39
Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive
Change 3066158 on 2016/07/27 by Ben.Marsh
Reverting assets causing warning, via integration from //UE4/Main.
Change 3065651 on 2016/07/26 by Ben.Marsh
Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14
Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.
Change 3065650 on 2016/07/26 by Ben.Marsh
Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04
Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor
Change 3065649 on 2016/07/26 by Ben.Marsh
Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer
#jira UE-33569
Change 3065308 on 2016/07/26 by Ben.Marsh
Fix failure to parse EC settings for 4.13 branch.
Change 3065235 on 2016/07/26 by Ben.Marsh
Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.
[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
2021-02-02 17:21:35 -04:00
private void CreateAdditonalBuildPathFiles ( string NDKArch , string UnrealBuildPath , XDocument FilesToAdd )
2018-11-13 23:40:18 -05:00
{
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Dictionary < string , string? > PathsAndRootEls = new Dictionary < string , string? > ( ) ;
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foreach ( XElement Element in FilesToAdd . Root . Elements ( ) )
{
string RelPath = Element . Value ;
if ( RelPath ! = null )
{
XAttribute TypeAttr = Element . Attribute ( "rootEl" ) ;
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PathsAndRootEls [ RelPath ] = TypeAttr ? . Value ;
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}
}
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foreach ( KeyValuePair < string , string? > Entry in PathsAndRootEls )
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{
string UPLNodeName = Entry . Key . Replace ( "/" , "__" ) . Replace ( "." , "__" ) ;
string Content ;
if ( Entry . Value = = null )
{
// no root element, assume not XML
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Content = UPL ! . ProcessPluginNode ( NDKArch , UPLNodeName , "" ) ;
2018-11-13 23:40:18 -05:00
}
else
{
XDocument ContentDoc = new XDocument ( new XElement ( Entry . Value ) ) ;
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UPL ! . ProcessPluginNode ( NDKArch , UPLNodeName , "" , ref ContentDoc ) ;
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Content = XML_HEADER + "\n" + ContentDoc . ToString ( ) ;
}
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string DestPath = Path . Combine ( UnrealBuildPath , Entry . Key ) ;
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if ( ! File . Exists ( DestPath ) | | File . ReadAllText ( DestPath ) ! = Content )
{
File . WriteAllText ( DestPath , Content ) ;
}
}
}
2021-02-02 17:21:35 -04:00
private AndroidAARHandler CreateAARHandler ( string EngineDir , string UnrealBuildPath , List < string > NDKArches , bool HandleDependencies = true )
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
Change 3072915 on 2016/08/01 by Nick.Whiting
Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh
#jira UE-34044
Change 3072891 on 2016/08/01 by Nick.Whiting
Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers
#jira UE-33579
Change 3072885 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
Continued - adding missing file.
#jira UE-32876
Change 3072869 on 2016/08/01 by Ori.Cohen
Fix CIS
#jira UE-3402
Change 3072862 on 2016/08/01 by Josh.Adams
- Fixed case issue for Linux
#jira UE-34020
Change 3072818 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
#jira UE-32876
Change 3072756 on 2016/08/01 by John.Billon
Fixed crash when setting a composite texture on a render target cube.
#Jira UE-33885
Change 3072755 on 2016/08/01 by John.Billon
Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
#Jira UE-33574
Change 3072753 on 2016/08/01 by John.Billon
Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
#Jira UE-32565
#Jira UE-29528
Change 3072665 on 2016/08/01 by Ben.Marsh
Fix parse errors in BuildGraph example script.
Change 3072664 on 2016/08/01 by Mike.Beach
Mirrors CL 3072620 from Dev-Blueprints.
Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.
#jira UE-29631
Change 3072656 on 2016/08/01 by Mike.Beach
Mirrors CL 3072614 from Dev-Blueprints.
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
Change 3072649 on 2016/08/01 by Mike.Beach
Mirrors CL 3071292 from Dev-Blueprints.
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072568 on 2016/08/01 by Phillip.Kavan
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).
#jira UE-32780
Change 3072565 on 2016/08/01 by Rolando.Caloca
UE4.13 - More info to track down crash with missing Primitive uniform buffer
#jira UE-33418
Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt
Fix hovering broken in the details panel
#jira UE-20903
Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt
Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable
#jira UE-20903
Change 3072479 on 2016/08/01 by Ori.Cohen
Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision
#JIRA UE-34023
Change 3072438 on 2016/08/01 by Chris.Wood
Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
[UE-33943] - Crash Report Client window not opening in a packaged build
#jira UE-33943
#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher
Change 3072360 on 2016/08/01 by Chris.Babcock
Enable Google Play Games for ARM64 on Android
#jira UE-34031
#ue4
#android
Change 3072337 on 2016/08/01 by Mitchell.Wilson
Saving multiple files from VR template to resolve empty engine version warnings.
#jira UE-33937
Change 3072302 on 2016/08/01 by Lina.Halper
Fix issue where weight doesn't update correctly while updating list
#jira: UE-33023
Change 3072250 on 2016/08/01 by Lina.Halper
Add error message when rename failed
#jira: UE-33661
Change 3072103 on 2016/08/01 by Lina.Halper
- Undid previous propagating change of morphtarget - Refresh function
- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size
#code review: Rolando.Caloca
#jira: UE-33923
Change 3072062 on 2016/08/01 by Jurre.deBaare
Static Mesh Editor and Persona viewport are very dark
#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
#jira UE-33945
Change 3072061 on 2016/08/01 by Jurre.deBaare
Incorrect importing of morph target weights when setting the percentage bases option on import
#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
#jira UE-34003
Change 3072052 on 2016/08/01 by Chris.Babcock
Vulkan extension fixes for Android
#jira UE-32943
#ue4
#android
Change 3072039 on 2016/08/01 by Mitchell.Wilson
Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
#jira UE-33843
Change 3072003 on 2016/08/01 by Rob.Cannaday
Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
#jira UE-34008
Change 3071942 on 2016/08/01 by Matthew.Griffin
Adding feature pack for TP_VirtualRealityBP
Change 3071937 on 2016/08/01 by Max.Chen
Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.
#jira UE-32918
Change 3071932 on 2016/08/01 by Dmitry.Rekman
Linux: fix launch on (UE-33934)
#tests Tested launching on a native host.
#jira UE-33934
(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3071926 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed exponential slowdown when restoring selection states
#jira UE-33918
Change 3071917 on 2016/08/01 by Mitchell.Wilson
Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
#jira UE-15196
Change 3071914 on 2016/08/01 by Allan.Bentham
Fix for incorrect feature level when using networked PIE.
#jira UE-25807
Change 3071894 on 2016/08/01 by Andrew.Rodham
Sequence Recorder: CIS fix
#jira UE-31277
Change 3071884 on 2016/08/01 by phillip.patterson
Updated UMG_Invalidation.uasset to Include Combo Box Test
#jira UE-29618
Change 3071869 on 2016/08/01 by Mitchell.Wilson
Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
#jira UE-33714
Change 3071868 on 2016/08/01 by phillip.patterson
Added UMG_Invalidation.uasset for a test case
#jira UE-29618
Change 3071855 on 2016/08/01 by Jurre.deBaare
Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
#fix Recompiled zlib to be correct debug version
#jira UE-27576
Change 3071853 on 2016/08/01 by Jurre.deBaare
Fix issue with debug asserts not compiling correctly
#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
#jira UE-33989
Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt
Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue.
#jira UE-33013
Change 3071849 on 2016/08/01 by Tom.Looman
Resaved content files with engine version for VR Template
#jira ue-33325
Change 3071822 on 2016/08/01 by Mitchell.Wilson
Adding crosshair to WeapLauncher when not sighted in.
#jira UE-30617
Change 3071798 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed various issues to do with recording attached components
There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.
#jira UE-30574
#jira UE-31277
Change 3071789 on 2016/08/01 by Tom.Looman
Fixed warning of missing gamemode in VR Template.
#jira ue-33325
Change 3071787 on 2016/08/01 by Mitchell.Wilson
Cleared material interface on Neutral.uasset to resolve a warning.
#jira UE-33957
Change 3071784 on 2016/08/01 by Robert.Manuszewski
Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.
#jira UE-33692
#jira UE-33814
Change 3071746 on 2016/08/01 by Tom.Looman
Added config.ini for Feature Pack creation to VR Template
#jira ue-33325
Change 3071694 on 2016/08/01 by Robert.Manuszewski
Fixing crash after opening edit config data for remote build then packaging
#jira UE-33719
Change 3071660 on 2016/08/01 by Dmitriy.Dyomin
Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
#jira UE-30104
Change 3071657 on 2016/08/01 by Matthew.Griffin
Excluded TP_VirtualRealityBP Template from Mac Binary builds.
Change 3071651 on 2016/08/01 by Tom.Looman
Removed config.ini ref from content.txt
#jira UE-33325
Change 3071645 on 2016/08/01 by Jurre.deBaare
Merge Actor Tool missing option to deselect Export Specific LOD
#fix Added the ability to export a specific LOD or all LODs for the selected objects
#jira UE-33100
Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
#jira UE-29976
Change 3071608 on 2016/08/01 by Thomas.Sarkanen
Bringing hitch tracking fix over from Orion.
Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs
#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)
Change 3071606 on 2016/08/01 by Matthew.Griffin
Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
#jira UE-33959
Change 3071584 on 2016/08/01 by Matthew.Griffin
Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
#jira UE-23720
Change 3071479 on 2016/07/31 by Dmitriy.Dyomin
Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
Merged from Dev-Mobile CL# 3057039
#jira UE-32774
Change 3071478 on 2016/07/31 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3071282 on 2016/07/30 by Max.Chen
Cine Camera Actor: CIS fix
#jira UE-33805
Change 3071272 on 2016/07/30 by Max.Chen
Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.
#jira UE-33805
Change 3071229 on 2016/07/30 by Ben.Marsh
Fix static analysis warning.
Change 3071077 on 2016/07/29 by Max.Chen
Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.
#jira UE-33432
Change 3071076 on 2016/07/29 by Max.Chen
Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.
#jira UE-33078
Change 3071070 on 2016/07/29 by Max.Chen
Sequence Recorder: Record actors as possessables
Added GetWorld() check when resolving bindings in case the world is being torn down.
Copy from Dev-Sequencer
#jira UE-33969
Change 3071069 on 2016/07/29 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
Change 3071058 on 2016/07/29 by Max.Chen
Sequencer: Tweak track colors
Audio track brighter
Transform, bool, event tracks less saturated
Recording subsection more saturated
Fade track gradient
Copy from Dev-Sequencer
#jira UE-33968
Change 3071057 on 2016/07/29 by Max.Chen
Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.
Copy from Dev-Sequencer
#jira UE-33967
Change 3071004 on 2016/07/29 by Lauren.Ridge
Fix for crash on color picker summon due to null SWindow #rb chris.gagnon
#jira UE-33966
Change 3070956 on 2016/07/29 by Chris.Babcock
Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
#jira UE-33607
#ue4
#android
Change 3070807 on 2016/07/29 by Nick.Darnell
Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.
#jira UE-30481
Change 3070779 on 2016/07/29 by Rob.Cannaday
Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
#jira UE-33922
Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#jira UE-33914
Change 3070764 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278. (resubmitted as edit)
#jira UE-20581
Change 3070757 on 2016/07/29 by Nick.Darnell
Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.
#jira UE-33450
Change 3070741 on 2016/07/29 by Phillip.Kavan
Back out previous submit (forgot to convert to edit).
#jira UE-20581
Change 3070737 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278.
#jira UE-20581
Change 3070695 on 2016/07/29 by Ryan.Vance
#jira UE-32145
We were using the wrong texture format for the rift ogl bridge.
Removed derived ogl bridge destructor to fix assert.
Based on CL 3069701 from Oculus
Change 3070632 on 2016/07/29 by Mitchell.Wilson
Rebuilt lighting for SubwaySequencer
#jira UE-33564
Change 3070620 on 2016/07/29 by Chris.Babcock
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3070586 on 2016/07/29 by phillip.patterson
Updating Sequencer_Focus for test case
#jira UE-29618
Change 3070539 on 2016/07/29 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)
#jira UE-33463
Change 3070538 on 2016/07/29 by Mitchell.Wilson
Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
#jira UE-29730
Change 3070467 on 2016/07/29 by Lauren.Ridge
Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker
#jira UE-33920
#jira UE-33769
Change 3070460 on 2016/07/29 by Lauren.Ridge
Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker
#jira UE-32413
Change 3070455 on 2016/07/29 by Lauren.Ridge
Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker
#jira UE-33635
Change 3070404 on 2016/07/29 by John.Pollard
Fix: Console command "Open" crashes with dedicated server settings
#jira UE-32511
Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt
Fix incorrect tooltip for the lerp instruction in the material editor
#jira UE-33896
Change 3070376 on 2016/07/29 by Ryan.Vance
#jira UEVR-32
Support base and neo multi-view vertex shaders on ps4.
Compile both base and neo versions of the multi-view enabled vertex shaders.
Pack them together in the resulting shader code.
Unpack them and load the correct version when creating the vertex shader instance.
Change 3070345 on 2016/07/29 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3070315 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3070314 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3070272 on 2016/07/29 by Jon.Nabozny
Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.
#jira UE-33944
Change 3070235 on 2016/07/29 by Mitchell.Wilson
Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
#jira UE-32742
Change 3070221 on 2016/07/29 by Jurre.deBaare
HLOD: The forced viewing level slider does not stay in sync after building a cluster
#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
#jira UE-32187
Change 3070218 on 2016/07/29 by Jurre.deBaare
HLOD: Shadow logic in ALODActor is messed up
#fix Moved shadow determination logic
#jira UE-31753
Change 3070212 on 2016/07/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
#jira UE-30384
Change 3070176 on 2016/07/29 by Jurre.deBaare
Some post processing features in Preview Scene Settings do not update immediately
#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
#jira UE-33895
Change 3070175 on 2016/07/29 by Jurre.deBaare
Static Mesh Editor does not display Vertex Colors in Lit mode
#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
#jira UE-32977
Change 3070163 on 2016/07/29 by Chris.Wood
Changed log warnings to info when WinSAT assessment unavailable
[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
#jira UE-30198
trivial change
Change 3070154 on 2016/07/29 by Matthew.Griffin
Removed exceptions for IOS .a files now we are building code projects
Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
#jira UE-33868
Change 3070124 on 2016/07/29 by Alex.Delesky
#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.
Change 3070060 on 2016/07/29 by Chris.Wood
Fixed command line argument saved to crash reports and used to restart crash processes
[UE-30665] - CrashReporterClient send and restart does not reopen the project
#jira UE-30665
trivial re-add of a line lost in a confusing merge.
Change 3070035 on 2016/07/29 by Allan.Bentham
Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
Allows device profiles to disable vulkan and/or ES3.1.
#jira UE-33379
Change 3070027 on 2016/07/29 by Tom.Looman
Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)
#jira UE-33325
Change 3070009 on 2016/07/29 by James.Golding
Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
#jira UE-32395
Change 3070007 on 2016/07/29 by James.Golding
Fix highlight when searching Anim Curves
#jira UE-33073
Change 3070002 on 2016/07/29 by James.Golding
Fix complex collision drawing in StaticMesh Editor
#jira UE-33062
Change 3069998 on 2016/07/29 by Jon.Nabozny
Fix AShooterCharacter heavy breathing even when running but not moving.
#jira UE-32398
Change 3069980 on 2016/07/29 by James.Golding
Add UV support to ProcMeshComp collision
Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
Move ProceduralMeshComponent out of 'experimental'
#jira UE-29850, UE-33003
Change 3069970 on 2016/07/29 by James.Golding
Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
#jira UE-32819
Change 3069969 on 2016/07/29 by Andrew.Porter
Adding movie test content to NotForLicensee.
#jira UE-29618
Change 3069962 on 2016/07/29 by Chris.Wood
Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
#jira UE-31820
Affects Core and CrashReportClient.
Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
Added project-specific values to engine config with defaults set in BaseEngine.ini.
Added overrides to Orion config.
Change 3069908 on 2016/07/29 by Jurre.deBaare
Saving assets with UGS build, fixes build warnings
#jira UE-123
Change 3069889 on 2016/07/29 by Jurre.deBaare
Build fix for -game builds (missing WITH_EDITOR ifdef)
#jira UE-123
Change 3069877 on 2016/07/29 by Allan.Bentham
Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
Fixed issue that prevented settings editor saving out array property changes.
#jira UE-33379
Change 3069872 on 2016/07/29 by Jurre.deBaare
Added option to disable post processing option in preview scene
Inverted normals on the sky sphere (asset change)
Bad performance when changing (slider) values for the advanced preview scene
#fix Small optimizations and now only save the data on closing of the preview scene tab
#jira UE-33496
Persona floor offset not being correct
#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
#jira UE-32278
Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
#fix I will now hide the environment and O the floor
#jira UE-33498
Directional light rotation not saved with advanced preview scene profiles
#fix Now does :)
#jira UE-33619
Change 3069838 on 2016/07/29 by Luke.Thatcher
Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
#jira UE-33671
Change 3069440 on 2016/07/28 by patrickr.donovan
#jira UE-29618
Test content for AA and materials with tessellation enabled and absolute world position material function.
Change 3069148 on 2016/07/28 by Lina.Halper
Morphtarget deletion crash
#jira: UE-33851
#code review: Roalndo.caloca
Change 3069144 on 2016/07/28 by Michael.Trepka
Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj
#jira UE-31863
Change 3069021 on 2016/07/28 by Dmitry.Rekman
Linux: a number of small fixes from pull requests.
- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)
#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes.
#jira UE-24848
#jira UE-27742
#jira UE-27894
#jira UE-29781
#jira UE-30452
(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3068867 on 2016/07/28 by Mike.Fricker
Mesh Paint: Fixed various bugs
- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)
#jira UE-33554
#jira UE-33550
#jira UE-33551
#jira UE-33621
Change 3068758 on 2016/07/28 by Mitchell.Wilson
Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
#jira UE-33684
Change 3068733 on 2016/07/28 by Ori.Cohen
Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)
#JIRA UE-32630
Change 3068713 on 2016/07/28 by Lina.Halper
#Checking in Benn G's fix
Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).
#jira UE-33633
#code review: Benn.Gallagher
Change 3068580 on 2016/07/28 by John.Pollard
Disable hot reloading when using single process MP PIE
Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players
#jira UE-30516
Change 3068550 on 2016/07/28 by Jurre.deBaare
Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
#jira UE-31886
Change 3068549 on 2016/07/28 by Jurre.deBaare
Merged static meshes stop reaction to the Trace Complex on Move flag.
#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
#jira UE-30403
Change 3068548 on 2016/07/28 by Jurre.deBaare
Merge Actor tool can no longer merge just materials for an actor
#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
#jira UE-32797
Change 3068547 on 2016/07/28 by Jurre.deBaare
Make sure the advanced preview scene tab is shown by default
#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
#jira UE-33499
Change 3068546 on 2016/07/28 by Jurre.deBaare
Textures created from generating proxy meshes have incorrect compression format on tooltip
#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
#jira UE-30365
Change 3068543 on 2016/07/28 by Danny.Bouimad
#jira UE-29618
Made useability changes to the Phsyical Animation Profile Map
Change 3068407 on 2016/07/28 by Mitchell.Wilson
Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
#jira UE-33684
Change 3068403 on 2016/07/28 by Ben.Marsh
Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.
#jira UE-33459
Change 3068358 on 2016/07/28 by Martin.Wilson
Set default compression to NoClear as None is not a valid compression
#jira UE-31958
Change 3068346 on 2016/07/28 by Benjamin.Hyder
Updating TM-ContactShadows to include static meshes
#jira UE-29618
Change 3068336 on 2016/07/28 by Martin.Wilson
Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).
#jira UE-32101
Change 3068321 on 2016/07/28 by Martin.Wilson
Export bone selection widgets so that other modules can use them
#Jira UE-30361
Change 3068316 on 2016/07/28 by Martin.Wilson
Expose Root Motion Mode
#jira UE-14431
Change 3068307 on 2016/07/28 by Benjamin.Hyder
Rebuilding lighting in QA-Materials
#jira UE-29618
Change 3068299 on 2016/07/28 by Benjamin.Hyder
Renaming TM_Noise to TM-Noise
#jira UE-29618
Change 3068285 on 2016/07/28 by Martin.Wilson
Remove option to clear compression on animation sequences
#jira UE-31957
Change 3068282 on 2016/07/28 by Benjamin.Hyder
Re-Saving QA-Materials to remove log spam
#jira UE-29618
Change 3068271 on 2016/07/28 by Martin.Wilson
Add check to highlight recursion issue caused by game code
#jira UE-31417
Change 3068259 on 2016/07/28 by Jamie.Dale
Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types
#jira UE-31709
Change 3068257 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068204 on 2016/07/28 by Nick.Darnell
Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.
Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.
UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.
#jira UE-33845
Change 3068197 on 2016/07/28 by Martin.Wilson
Fix abstract notify state classes showing up in create menu
#jira UE-33864
Fix copy paste notifies introducing cross animation references
#jira UE-32801
Change 3068183 on 2016/07/28 by Matthew.Griffin
Remove hard coded staging for Crash Reporter and use its receipt instead
#jira UE-33800
Change 3068097 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
#jira UE-22679
Change 3068074 on 2016/07/28 by Matthew.Griffin
Added DDC nodes to list of content/shader modifiers for notifications
Change 3068053 on 2016/07/28 by Jack.Porter
After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components
#jira UE-5335
Change 3068043 on 2016/07/28 by Jack.Porter
Fix crash in mobile preview when selecting objects during shader compilation
#jira UE-33862
Change 3068031 on 2016/07/28 by Gareth.Martin
Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
#jira UE-33708
Change 3068030 on 2016/07/28 by Gareth.Martin
Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
#jira UE-20476
Change 3068029 on 2016/07/28 by Gareth.Martin
Fixed landscape "continuous" sculpting not working in multiple viewports
- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
#jira UE-32347
Change 3068013 on 2016/07/28 by Thomas.Sarkanen
Added a tick dependency for slave components
Ensures that slave components always get ticked after master components.
Prevents potential main thread stall updating morph targets in slave components.
#jira UE-23045 - Slave components could benefit from a tick dependency on master components
Change 3068011 on 2016/07/28 by Thomas.Sarkanen
Added space bar as a shortcut to play/pause animation playback in Persona
#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause
Change 3068009 on 2016/07/28 by Thomas.Sarkanen
Multi-arg console commands now accept string commands with or without quotes
Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
Removed old legacy code designed to fix trailing string params not being parsed correctly.
Updated some NULLs to nullptr.
#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks
Change 3067854 on 2016/07/28 by Dmitriy.Dyomin
Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
#jira UE-33440
Change 3067831 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Landscape GrassType does not have the option to exclude Decals
#jira UE-26669
Change 3067826 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
Also fixed Replace foliage type case
#jira UE-32010
Change 3067824 on 2016/07/28 by Dmitriy.Dyomin
Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
#jira UE-24767
Change 3067794 on 2016/07/27 by Jack.Porter
Expose Lighting Channels to Foliage and Landscape Grass
#jira UE-32794
Change 3067782 on 2016/07/27 by Jack.Porter
Fixed crash on device when playing sounds when packaged using Android_Multi
#jira UE-31981
Change 3067760 on 2016/07/27 by Jack.Porter
Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target
#jira UE-11756
Change 3067748 on 2016/07/27 by Dmitry.Rekman
Linux: fix packaged projects not being runnable (UE-33608).
- Added a shell script to run the binary.
#jira UE-33608
(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3067512 on 2016/07/27 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements (first two items)
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
Unshelved from pending changelist '3065760 (UE4/Dev-VR)
-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
-Known issue: some tracker location popping during reconnect. I will try to fix that next.
#jira UEVR-13
#review-3066558 @chad.taylor
Change 3067511 on 2016/07/27 by Jeff.Fisher
Duplicating 3058093 (UE4/Dev-VR)
Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
#jira UEVR-13
Change 3067488 on 2016/07/27 by Ori.Cohen
Make the UI more clear for which physical animation is currently being editted.
#JIRA UE-33332
Change 3067481 on 2016/07/27 by Chris.Babcock
AAR support and updating libraries:
- Google Play Games native C++ SDK 2.1
- Google Play Services 9.2.0
- android-support-v4.jar 23.0.0
#jira UEPLAT-1251
#jira UE-19190
#ue4
#android
Change 3067478 on 2016/07/27 by Ori.Cohen
Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings
#JIRA UE-33276, UE-33331
Change 3067474 on 2016/07/27 by Ori.Cohen
Make it so property index comes in on reset of array value and duplication (From Matt.K)
#JIRA UE-33276
Change 3067457 on 2016/07/27 by Ori.Cohen
Fix currently highlighted text in physics profiles being copied over when chaing current profile
#JIRA UE-33282
Change 3067451 on 2016/07/27 by Ori.Cohen
Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain
#JIRA UE-32531
Change 3067443 on 2016/07/27 by Ori.Cohen
Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
Mark the component as experimental and only expose valid functions into construction script
#JIRA UE-33656
Change 3067439 on 2016/07/27 by Ori.Cohen
Added more logging info for potential fixed framerate negative delta time crash
#JIRA UE-32219
Change 3067348 on 2016/07/27 by mason.seay
Updating map to have hit events test.
#jira UE-29618
Change 3067342 on 2016/07/27 by Mitchell.Wilson
Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
#jira UE-15698
Change 3067332 on 2016/07/27 by Dmitry.Rekman
Fix for libstdc++ problems (UE-33584).
#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.
#JIRA UE-33584
(Redoing CL 3065551 from Dev-Platform).
Change 3067262 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly
#tests: PIE/compile editor build/noneditor
#jira: UE-33477
Change 3067228 on 2016/07/27 by Lina.Halper
This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.
#jira: UE-29880
Change 3067168 on 2016/07/27 by Lina.Halper
DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
#jira: UE-33454
Change 3067162 on 2016/07/27 by Lina.Halper
pose asset source animation/animation asset preview pose now have proper skeleton filter
#jira: UE-32607
Change 3067160 on 2016/07/27 by Lina.Halper
Fix issue with preview curve not working when no asset
#jira: UE-33402
Change 3067138 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3067129 on 2016/07/27 by Lina.Halper
DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
#tests: Jump_Recovery_Additive, PIE
#jira: UE-33477
Change 3067128 on 2016/07/27 by Michael.Trepka
Copy of CL 3062046
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS
#jira UE-33683
Change 3067104 on 2016/07/27 by Lina.Halper
DUPEFIX: Support different samplerate for reimport with set range
#jira: UE-16027
Change 3067093 on 2016/07/27 by Lina.Halper
DUPE FIX: Fix baking is applied twice in the new created animation
#jira: UE-31120
Change 3067088 on 2016/07/27 by Lina.Halper
Fix issues with rename/delete of the curves
#jira: UE-33663, UE-33730, UE-33661, UE-33662
Change 3066795 on 2016/07/27 by Mark.Satterthwaite
Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
#jira UE-33778
Change 3066788 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3066338:
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066786 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3064743:
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira UE-33827
#jira FORT-27685
Change 3066768 on 2016/07/27 by samuel.proctor
Updated child blueprint used for profiler testing
#jira UE-29618
Change 3066733 on 2016/07/27 by samuel.proctor
Refreshed broken node in profiler test asset
#jira UE-29618
Change 3066670 on 2016/07/27 by Sam.Deiter
#Jira UEDOC-3139 Adding the blending tool tip images.
Change 3066669 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063329:
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3066668 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063327:
Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
#jira UE-32068
Change 3066625 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3062160:
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3066624 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063328:
Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
#jira UE-33820
Change 3066589 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3060590 to fix UE-33819:
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
#jira UE-33819
Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed Reset to default not updating when selecting new assets
#jira UE-33817
Change 3066509 on 2016/07/27 by mason.seay
Phys material needed for TM-SliceProcMesh
#jira UE-29618
Change 3066500 on 2016/07/27 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3066499 on 2016/07/27 by Jurre.deBaare
Map build should not generate empty HLOD folder in Editor
#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
#jira UE-29564
Change 3066498 on 2016/07/27 by Jurre.deBaare
HLOD outliner drag and drop operation can cause log spam
#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
#jira UE-32106
Change 3066485 on 2016/07/27 by Alan.Noon
Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
#jira UE-30564
Change 3066470 on 2016/07/27 by mason.seay
Test map and updating blueprint for slicing proc mesh
#jira UE-29618
Change 3066367 on 2016/07/27 by Matthew.Griffin
Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main
Change 3066337 on 2016/07/27 by Matthew.Griffin
Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39
Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive
Change 3066158 on 2016/07/27 by Ben.Marsh
Reverting assets causing warning, via integration from //UE4/Main.
Change 3065651 on 2016/07/26 by Ben.Marsh
Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14
Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.
Change 3065650 on 2016/07/26 by Ben.Marsh
Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04
Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor
Change 3065649 on 2016/07/26 by Ben.Marsh
Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer
#jira UE-33569
Change 3065308 on 2016/07/26 by Ben.Marsh
Fix failure to parse EC settings for 4.13 branch.
Change 3065235 on 2016/07/26 by Ben.Marsh
Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.
[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
{
AndroidAARHandler AARHandler = new AndroidAARHandler ( ) ;
string ImportList = "" ;
// Get some common paths
string AndroidHome = Environment . ExpandEnvironmentVariables ( "%ANDROID_HOME%" ) . TrimEnd ( '/' , '\\' ) ;
EngineDir = EngineDir . TrimEnd ( '/' , '\\' ) ;
// Add the AARs from the default aar-imports.txt
// format: Package,Name,Version
2021-02-02 17:21:35 -04:00
string ImportsFile = Path . Combine ( UnrealBuildPath , "aar-imports.txt" ) ;
2019-10-11 15:33:31 -04:00
if ( File . Exists ( ImportsFile ) )
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
Change 3072915 on 2016/08/01 by Nick.Whiting
Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh
#jira UE-34044
Change 3072891 on 2016/08/01 by Nick.Whiting
Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers
#jira UE-33579
Change 3072885 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
Continued - adding missing file.
#jira UE-32876
Change 3072869 on 2016/08/01 by Ori.Cohen
Fix CIS
#jira UE-3402
Change 3072862 on 2016/08/01 by Josh.Adams
- Fixed case issue for Linux
#jira UE-34020
Change 3072818 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
#jira UE-32876
Change 3072756 on 2016/08/01 by John.Billon
Fixed crash when setting a composite texture on a render target cube.
#Jira UE-33885
Change 3072755 on 2016/08/01 by John.Billon
Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
#Jira UE-33574
Change 3072753 on 2016/08/01 by John.Billon
Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
#Jira UE-32565
#Jira UE-29528
Change 3072665 on 2016/08/01 by Ben.Marsh
Fix parse errors in BuildGraph example script.
Change 3072664 on 2016/08/01 by Mike.Beach
Mirrors CL 3072620 from Dev-Blueprints.
Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.
#jira UE-29631
Change 3072656 on 2016/08/01 by Mike.Beach
Mirrors CL 3072614 from Dev-Blueprints.
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
Change 3072649 on 2016/08/01 by Mike.Beach
Mirrors CL 3071292 from Dev-Blueprints.
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072568 on 2016/08/01 by Phillip.Kavan
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).
#jira UE-32780
Change 3072565 on 2016/08/01 by Rolando.Caloca
UE4.13 - More info to track down crash with missing Primitive uniform buffer
#jira UE-33418
Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt
Fix hovering broken in the details panel
#jira UE-20903
Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt
Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable
#jira UE-20903
Change 3072479 on 2016/08/01 by Ori.Cohen
Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision
#JIRA UE-34023
Change 3072438 on 2016/08/01 by Chris.Wood
Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
[UE-33943] - Crash Report Client window not opening in a packaged build
#jira UE-33943
#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher
Change 3072360 on 2016/08/01 by Chris.Babcock
Enable Google Play Games for ARM64 on Android
#jira UE-34031
#ue4
#android
Change 3072337 on 2016/08/01 by Mitchell.Wilson
Saving multiple files from VR template to resolve empty engine version warnings.
#jira UE-33937
Change 3072302 on 2016/08/01 by Lina.Halper
Fix issue where weight doesn't update correctly while updating list
#jira: UE-33023
Change 3072250 on 2016/08/01 by Lina.Halper
Add error message when rename failed
#jira: UE-33661
Change 3072103 on 2016/08/01 by Lina.Halper
- Undid previous propagating change of morphtarget - Refresh function
- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size
#code review: Rolando.Caloca
#jira: UE-33923
Change 3072062 on 2016/08/01 by Jurre.deBaare
Static Mesh Editor and Persona viewport are very dark
#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
#jira UE-33945
Change 3072061 on 2016/08/01 by Jurre.deBaare
Incorrect importing of morph target weights when setting the percentage bases option on import
#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
#jira UE-34003
Change 3072052 on 2016/08/01 by Chris.Babcock
Vulkan extension fixes for Android
#jira UE-32943
#ue4
#android
Change 3072039 on 2016/08/01 by Mitchell.Wilson
Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
#jira UE-33843
Change 3072003 on 2016/08/01 by Rob.Cannaday
Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
#jira UE-34008
Change 3071942 on 2016/08/01 by Matthew.Griffin
Adding feature pack for TP_VirtualRealityBP
Change 3071937 on 2016/08/01 by Max.Chen
Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.
#jira UE-32918
Change 3071932 on 2016/08/01 by Dmitry.Rekman
Linux: fix launch on (UE-33934)
#tests Tested launching on a native host.
#jira UE-33934
(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3071926 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed exponential slowdown when restoring selection states
#jira UE-33918
Change 3071917 on 2016/08/01 by Mitchell.Wilson
Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
#jira UE-15196
Change 3071914 on 2016/08/01 by Allan.Bentham
Fix for incorrect feature level when using networked PIE.
#jira UE-25807
Change 3071894 on 2016/08/01 by Andrew.Rodham
Sequence Recorder: CIS fix
#jira UE-31277
Change 3071884 on 2016/08/01 by phillip.patterson
Updated UMG_Invalidation.uasset to Include Combo Box Test
#jira UE-29618
Change 3071869 on 2016/08/01 by Mitchell.Wilson
Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
#jira UE-33714
Change 3071868 on 2016/08/01 by phillip.patterson
Added UMG_Invalidation.uasset for a test case
#jira UE-29618
Change 3071855 on 2016/08/01 by Jurre.deBaare
Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
#fix Recompiled zlib to be correct debug version
#jira UE-27576
Change 3071853 on 2016/08/01 by Jurre.deBaare
Fix issue with debug asserts not compiling correctly
#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
#jira UE-33989
Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt
Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue.
#jira UE-33013
Change 3071849 on 2016/08/01 by Tom.Looman
Resaved content files with engine version for VR Template
#jira ue-33325
Change 3071822 on 2016/08/01 by Mitchell.Wilson
Adding crosshair to WeapLauncher when not sighted in.
#jira UE-30617
Change 3071798 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed various issues to do with recording attached components
There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.
#jira UE-30574
#jira UE-31277
Change 3071789 on 2016/08/01 by Tom.Looman
Fixed warning of missing gamemode in VR Template.
#jira ue-33325
Change 3071787 on 2016/08/01 by Mitchell.Wilson
Cleared material interface on Neutral.uasset to resolve a warning.
#jira UE-33957
Change 3071784 on 2016/08/01 by Robert.Manuszewski
Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.
#jira UE-33692
#jira UE-33814
Change 3071746 on 2016/08/01 by Tom.Looman
Added config.ini for Feature Pack creation to VR Template
#jira ue-33325
Change 3071694 on 2016/08/01 by Robert.Manuszewski
Fixing crash after opening edit config data for remote build then packaging
#jira UE-33719
Change 3071660 on 2016/08/01 by Dmitriy.Dyomin
Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
#jira UE-30104
Change 3071657 on 2016/08/01 by Matthew.Griffin
Excluded TP_VirtualRealityBP Template from Mac Binary builds.
Change 3071651 on 2016/08/01 by Tom.Looman
Removed config.ini ref from content.txt
#jira UE-33325
Change 3071645 on 2016/08/01 by Jurre.deBaare
Merge Actor Tool missing option to deselect Export Specific LOD
#fix Added the ability to export a specific LOD or all LODs for the selected objects
#jira UE-33100
Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
#jira UE-29976
Change 3071608 on 2016/08/01 by Thomas.Sarkanen
Bringing hitch tracking fix over from Orion.
Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs
#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)
Change 3071606 on 2016/08/01 by Matthew.Griffin
Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
#jira UE-33959
Change 3071584 on 2016/08/01 by Matthew.Griffin
Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
#jira UE-23720
Change 3071479 on 2016/07/31 by Dmitriy.Dyomin
Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
Merged from Dev-Mobile CL# 3057039
#jira UE-32774
Change 3071478 on 2016/07/31 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3071282 on 2016/07/30 by Max.Chen
Cine Camera Actor: CIS fix
#jira UE-33805
Change 3071272 on 2016/07/30 by Max.Chen
Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.
#jira UE-33805
Change 3071229 on 2016/07/30 by Ben.Marsh
Fix static analysis warning.
Change 3071077 on 2016/07/29 by Max.Chen
Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.
#jira UE-33432
Change 3071076 on 2016/07/29 by Max.Chen
Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.
#jira UE-33078
Change 3071070 on 2016/07/29 by Max.Chen
Sequence Recorder: Record actors as possessables
Added GetWorld() check when resolving bindings in case the world is being torn down.
Copy from Dev-Sequencer
#jira UE-33969
Change 3071069 on 2016/07/29 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
Change 3071058 on 2016/07/29 by Max.Chen
Sequencer: Tweak track colors
Audio track brighter
Transform, bool, event tracks less saturated
Recording subsection more saturated
Fade track gradient
Copy from Dev-Sequencer
#jira UE-33968
Change 3071057 on 2016/07/29 by Max.Chen
Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.
Copy from Dev-Sequencer
#jira UE-33967
Change 3071004 on 2016/07/29 by Lauren.Ridge
Fix for crash on color picker summon due to null SWindow #rb chris.gagnon
#jira UE-33966
Change 3070956 on 2016/07/29 by Chris.Babcock
Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
#jira UE-33607
#ue4
#android
Change 3070807 on 2016/07/29 by Nick.Darnell
Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.
#jira UE-30481
Change 3070779 on 2016/07/29 by Rob.Cannaday
Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
#jira UE-33922
Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#jira UE-33914
Change 3070764 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278. (resubmitted as edit)
#jira UE-20581
Change 3070757 on 2016/07/29 by Nick.Darnell
Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.
#jira UE-33450
Change 3070741 on 2016/07/29 by Phillip.Kavan
Back out previous submit (forgot to convert to edit).
#jira UE-20581
Change 3070737 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278.
#jira UE-20581
Change 3070695 on 2016/07/29 by Ryan.Vance
#jira UE-32145
We were using the wrong texture format for the rift ogl bridge.
Removed derived ogl bridge destructor to fix assert.
Based on CL 3069701 from Oculus
Change 3070632 on 2016/07/29 by Mitchell.Wilson
Rebuilt lighting for SubwaySequencer
#jira UE-33564
Change 3070620 on 2016/07/29 by Chris.Babcock
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3070586 on 2016/07/29 by phillip.patterson
Updating Sequencer_Focus for test case
#jira UE-29618
Change 3070539 on 2016/07/29 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)
#jira UE-33463
Change 3070538 on 2016/07/29 by Mitchell.Wilson
Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
#jira UE-29730
Change 3070467 on 2016/07/29 by Lauren.Ridge
Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker
#jira UE-33920
#jira UE-33769
Change 3070460 on 2016/07/29 by Lauren.Ridge
Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker
#jira UE-32413
Change 3070455 on 2016/07/29 by Lauren.Ridge
Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker
#jira UE-33635
Change 3070404 on 2016/07/29 by John.Pollard
Fix: Console command "Open" crashes with dedicated server settings
#jira UE-32511
Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt
Fix incorrect tooltip for the lerp instruction in the material editor
#jira UE-33896
Change 3070376 on 2016/07/29 by Ryan.Vance
#jira UEVR-32
Support base and neo multi-view vertex shaders on ps4.
Compile both base and neo versions of the multi-view enabled vertex shaders.
Pack them together in the resulting shader code.
Unpack them and load the correct version when creating the vertex shader instance.
Change 3070345 on 2016/07/29 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3070315 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3070314 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3070272 on 2016/07/29 by Jon.Nabozny
Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.
#jira UE-33944
Change 3070235 on 2016/07/29 by Mitchell.Wilson
Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
#jira UE-32742
Change 3070221 on 2016/07/29 by Jurre.deBaare
HLOD: The forced viewing level slider does not stay in sync after building a cluster
#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
#jira UE-32187
Change 3070218 on 2016/07/29 by Jurre.deBaare
HLOD: Shadow logic in ALODActor is messed up
#fix Moved shadow determination logic
#jira UE-31753
Change 3070212 on 2016/07/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
#jira UE-30384
Change 3070176 on 2016/07/29 by Jurre.deBaare
Some post processing features in Preview Scene Settings do not update immediately
#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
#jira UE-33895
Change 3070175 on 2016/07/29 by Jurre.deBaare
Static Mesh Editor does not display Vertex Colors in Lit mode
#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
#jira UE-32977
Change 3070163 on 2016/07/29 by Chris.Wood
Changed log warnings to info when WinSAT assessment unavailable
[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
#jira UE-30198
trivial change
Change 3070154 on 2016/07/29 by Matthew.Griffin
Removed exceptions for IOS .a files now we are building code projects
Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
#jira UE-33868
Change 3070124 on 2016/07/29 by Alex.Delesky
#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.
Change 3070060 on 2016/07/29 by Chris.Wood
Fixed command line argument saved to crash reports and used to restart crash processes
[UE-30665] - CrashReporterClient send and restart does not reopen the project
#jira UE-30665
trivial re-add of a line lost in a confusing merge.
Change 3070035 on 2016/07/29 by Allan.Bentham
Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
Allows device profiles to disable vulkan and/or ES3.1.
#jira UE-33379
Change 3070027 on 2016/07/29 by Tom.Looman
Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)
#jira UE-33325
Change 3070009 on 2016/07/29 by James.Golding
Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
#jira UE-32395
Change 3070007 on 2016/07/29 by James.Golding
Fix highlight when searching Anim Curves
#jira UE-33073
Change 3070002 on 2016/07/29 by James.Golding
Fix complex collision drawing in StaticMesh Editor
#jira UE-33062
Change 3069998 on 2016/07/29 by Jon.Nabozny
Fix AShooterCharacter heavy breathing even when running but not moving.
#jira UE-32398
Change 3069980 on 2016/07/29 by James.Golding
Add UV support to ProcMeshComp collision
Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
Move ProceduralMeshComponent out of 'experimental'
#jira UE-29850, UE-33003
Change 3069970 on 2016/07/29 by James.Golding
Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
#jira UE-32819
Change 3069969 on 2016/07/29 by Andrew.Porter
Adding movie test content to NotForLicensee.
#jira UE-29618
Change 3069962 on 2016/07/29 by Chris.Wood
Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
#jira UE-31820
Affects Core and CrashReportClient.
Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
Added project-specific values to engine config with defaults set in BaseEngine.ini.
Added overrides to Orion config.
Change 3069908 on 2016/07/29 by Jurre.deBaare
Saving assets with UGS build, fixes build warnings
#jira UE-123
Change 3069889 on 2016/07/29 by Jurre.deBaare
Build fix for -game builds (missing WITH_EDITOR ifdef)
#jira UE-123
Change 3069877 on 2016/07/29 by Allan.Bentham
Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
Fixed issue that prevented settings editor saving out array property changes.
#jira UE-33379
Change 3069872 on 2016/07/29 by Jurre.deBaare
Added option to disable post processing option in preview scene
Inverted normals on the sky sphere (asset change)
Bad performance when changing (slider) values for the advanced preview scene
#fix Small optimizations and now only save the data on closing of the preview scene tab
#jira UE-33496
Persona floor offset not being correct
#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
#jira UE-32278
Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
#fix I will now hide the environment and O the floor
#jira UE-33498
Directional light rotation not saved with advanced preview scene profiles
#fix Now does :)
#jira UE-33619
Change 3069838 on 2016/07/29 by Luke.Thatcher
Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
#jira UE-33671
Change 3069440 on 2016/07/28 by patrickr.donovan
#jira UE-29618
Test content for AA and materials with tessellation enabled and absolute world position material function.
Change 3069148 on 2016/07/28 by Lina.Halper
Morphtarget deletion crash
#jira: UE-33851
#code review: Roalndo.caloca
Change 3069144 on 2016/07/28 by Michael.Trepka
Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj
#jira UE-31863
Change 3069021 on 2016/07/28 by Dmitry.Rekman
Linux: a number of small fixes from pull requests.
- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)
#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes.
#jira UE-24848
#jira UE-27742
#jira UE-27894
#jira UE-29781
#jira UE-30452
(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3068867 on 2016/07/28 by Mike.Fricker
Mesh Paint: Fixed various bugs
- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)
#jira UE-33554
#jira UE-33550
#jira UE-33551
#jira UE-33621
Change 3068758 on 2016/07/28 by Mitchell.Wilson
Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
#jira UE-33684
Change 3068733 on 2016/07/28 by Ori.Cohen
Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)
#JIRA UE-32630
Change 3068713 on 2016/07/28 by Lina.Halper
#Checking in Benn G's fix
Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).
#jira UE-33633
#code review: Benn.Gallagher
Change 3068580 on 2016/07/28 by John.Pollard
Disable hot reloading when using single process MP PIE
Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players
#jira UE-30516
Change 3068550 on 2016/07/28 by Jurre.deBaare
Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
#jira UE-31886
Change 3068549 on 2016/07/28 by Jurre.deBaare
Merged static meshes stop reaction to the Trace Complex on Move flag.
#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
#jira UE-30403
Change 3068548 on 2016/07/28 by Jurre.deBaare
Merge Actor tool can no longer merge just materials for an actor
#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
#jira UE-32797
Change 3068547 on 2016/07/28 by Jurre.deBaare
Make sure the advanced preview scene tab is shown by default
#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
#jira UE-33499
Change 3068546 on 2016/07/28 by Jurre.deBaare
Textures created from generating proxy meshes have incorrect compression format on tooltip
#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
#jira UE-30365
Change 3068543 on 2016/07/28 by Danny.Bouimad
#jira UE-29618
Made useability changes to the Phsyical Animation Profile Map
Change 3068407 on 2016/07/28 by Mitchell.Wilson
Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
#jira UE-33684
Change 3068403 on 2016/07/28 by Ben.Marsh
Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.
#jira UE-33459
Change 3068358 on 2016/07/28 by Martin.Wilson
Set default compression to NoClear as None is not a valid compression
#jira UE-31958
Change 3068346 on 2016/07/28 by Benjamin.Hyder
Updating TM-ContactShadows to include static meshes
#jira UE-29618
Change 3068336 on 2016/07/28 by Martin.Wilson
Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).
#jira UE-32101
Change 3068321 on 2016/07/28 by Martin.Wilson
Export bone selection widgets so that other modules can use them
#Jira UE-30361
Change 3068316 on 2016/07/28 by Martin.Wilson
Expose Root Motion Mode
#jira UE-14431
Change 3068307 on 2016/07/28 by Benjamin.Hyder
Rebuilding lighting in QA-Materials
#jira UE-29618
Change 3068299 on 2016/07/28 by Benjamin.Hyder
Renaming TM_Noise to TM-Noise
#jira UE-29618
Change 3068285 on 2016/07/28 by Martin.Wilson
Remove option to clear compression on animation sequences
#jira UE-31957
Change 3068282 on 2016/07/28 by Benjamin.Hyder
Re-Saving QA-Materials to remove log spam
#jira UE-29618
Change 3068271 on 2016/07/28 by Martin.Wilson
Add check to highlight recursion issue caused by game code
#jira UE-31417
Change 3068259 on 2016/07/28 by Jamie.Dale
Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types
#jira UE-31709
Change 3068257 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068204 on 2016/07/28 by Nick.Darnell
Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.
Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.
UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.
#jira UE-33845
Change 3068197 on 2016/07/28 by Martin.Wilson
Fix abstract notify state classes showing up in create menu
#jira UE-33864
Fix copy paste notifies introducing cross animation references
#jira UE-32801
Change 3068183 on 2016/07/28 by Matthew.Griffin
Remove hard coded staging for Crash Reporter and use its receipt instead
#jira UE-33800
Change 3068097 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
#jira UE-22679
Change 3068074 on 2016/07/28 by Matthew.Griffin
Added DDC nodes to list of content/shader modifiers for notifications
Change 3068053 on 2016/07/28 by Jack.Porter
After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components
#jira UE-5335
Change 3068043 on 2016/07/28 by Jack.Porter
Fix crash in mobile preview when selecting objects during shader compilation
#jira UE-33862
Change 3068031 on 2016/07/28 by Gareth.Martin
Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
#jira UE-33708
Change 3068030 on 2016/07/28 by Gareth.Martin
Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
#jira UE-20476
Change 3068029 on 2016/07/28 by Gareth.Martin
Fixed landscape "continuous" sculpting not working in multiple viewports
- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
#jira UE-32347
Change 3068013 on 2016/07/28 by Thomas.Sarkanen
Added a tick dependency for slave components
Ensures that slave components always get ticked after master components.
Prevents potential main thread stall updating morph targets in slave components.
#jira UE-23045 - Slave components could benefit from a tick dependency on master components
Change 3068011 on 2016/07/28 by Thomas.Sarkanen
Added space bar as a shortcut to play/pause animation playback in Persona
#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause
Change 3068009 on 2016/07/28 by Thomas.Sarkanen
Multi-arg console commands now accept string commands with or without quotes
Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
Removed old legacy code designed to fix trailing string params not being parsed correctly.
Updated some NULLs to nullptr.
#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks
Change 3067854 on 2016/07/28 by Dmitriy.Dyomin
Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
#jira UE-33440
Change 3067831 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Landscape GrassType does not have the option to exclude Decals
#jira UE-26669
Change 3067826 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
Also fixed Replace foliage type case
#jira UE-32010
Change 3067824 on 2016/07/28 by Dmitriy.Dyomin
Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
#jira UE-24767
Change 3067794 on 2016/07/27 by Jack.Porter
Expose Lighting Channels to Foliage and Landscape Grass
#jira UE-32794
Change 3067782 on 2016/07/27 by Jack.Porter
Fixed crash on device when playing sounds when packaged using Android_Multi
#jira UE-31981
Change 3067760 on 2016/07/27 by Jack.Porter
Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target
#jira UE-11756
Change 3067748 on 2016/07/27 by Dmitry.Rekman
Linux: fix packaged projects not being runnable (UE-33608).
- Added a shell script to run the binary.
#jira UE-33608
(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3067512 on 2016/07/27 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements (first two items)
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
Unshelved from pending changelist '3065760 (UE4/Dev-VR)
-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
-Known issue: some tracker location popping during reconnect. I will try to fix that next.
#jira UEVR-13
#review-3066558 @chad.taylor
Change 3067511 on 2016/07/27 by Jeff.Fisher
Duplicating 3058093 (UE4/Dev-VR)
Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
#jira UEVR-13
Change 3067488 on 2016/07/27 by Ori.Cohen
Make the UI more clear for which physical animation is currently being editted.
#JIRA UE-33332
Change 3067481 on 2016/07/27 by Chris.Babcock
AAR support and updating libraries:
- Google Play Games native C++ SDK 2.1
- Google Play Services 9.2.0
- android-support-v4.jar 23.0.0
#jira UEPLAT-1251
#jira UE-19190
#ue4
#android
Change 3067478 on 2016/07/27 by Ori.Cohen
Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings
#JIRA UE-33276, UE-33331
Change 3067474 on 2016/07/27 by Ori.Cohen
Make it so property index comes in on reset of array value and duplication (From Matt.K)
#JIRA UE-33276
Change 3067457 on 2016/07/27 by Ori.Cohen
Fix currently highlighted text in physics profiles being copied over when chaing current profile
#JIRA UE-33282
Change 3067451 on 2016/07/27 by Ori.Cohen
Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain
#JIRA UE-32531
Change 3067443 on 2016/07/27 by Ori.Cohen
Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
Mark the component as experimental and only expose valid functions into construction script
#JIRA UE-33656
Change 3067439 on 2016/07/27 by Ori.Cohen
Added more logging info for potential fixed framerate negative delta time crash
#JIRA UE-32219
Change 3067348 on 2016/07/27 by mason.seay
Updating map to have hit events test.
#jira UE-29618
Change 3067342 on 2016/07/27 by Mitchell.Wilson
Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
#jira UE-15698
Change 3067332 on 2016/07/27 by Dmitry.Rekman
Fix for libstdc++ problems (UE-33584).
#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.
#JIRA UE-33584
(Redoing CL 3065551 from Dev-Platform).
Change 3067262 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly
#tests: PIE/compile editor build/noneditor
#jira: UE-33477
Change 3067228 on 2016/07/27 by Lina.Halper
This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.
#jira: UE-29880
Change 3067168 on 2016/07/27 by Lina.Halper
DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
#jira: UE-33454
Change 3067162 on 2016/07/27 by Lina.Halper
pose asset source animation/animation asset preview pose now have proper skeleton filter
#jira: UE-32607
Change 3067160 on 2016/07/27 by Lina.Halper
Fix issue with preview curve not working when no asset
#jira: UE-33402
Change 3067138 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3067129 on 2016/07/27 by Lina.Halper
DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
#tests: Jump_Recovery_Additive, PIE
#jira: UE-33477
Change 3067128 on 2016/07/27 by Michael.Trepka
Copy of CL 3062046
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS
#jira UE-33683
Change 3067104 on 2016/07/27 by Lina.Halper
DUPEFIX: Support different samplerate for reimport with set range
#jira: UE-16027
Change 3067093 on 2016/07/27 by Lina.Halper
DUPE FIX: Fix baking is applied twice in the new created animation
#jira: UE-31120
Change 3067088 on 2016/07/27 by Lina.Halper
Fix issues with rename/delete of the curves
#jira: UE-33663, UE-33730, UE-33661, UE-33662
Change 3066795 on 2016/07/27 by Mark.Satterthwaite
Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
#jira UE-33778
Change 3066788 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3066338:
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066786 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3064743:
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira UE-33827
#jira FORT-27685
Change 3066768 on 2016/07/27 by samuel.proctor
Updated child blueprint used for profiler testing
#jira UE-29618
Change 3066733 on 2016/07/27 by samuel.proctor
Refreshed broken node in profiler test asset
#jira UE-29618
Change 3066670 on 2016/07/27 by Sam.Deiter
#Jira UEDOC-3139 Adding the blending tool tip images.
Change 3066669 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063329:
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3066668 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063327:
Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
#jira UE-32068
Change 3066625 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3062160:
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3066624 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063328:
Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
#jira UE-33820
Change 3066589 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3060590 to fix UE-33819:
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
#jira UE-33819
Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed Reset to default not updating when selecting new assets
#jira UE-33817
Change 3066509 on 2016/07/27 by mason.seay
Phys material needed for TM-SliceProcMesh
#jira UE-29618
Change 3066500 on 2016/07/27 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3066499 on 2016/07/27 by Jurre.deBaare
Map build should not generate empty HLOD folder in Editor
#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
#jira UE-29564
Change 3066498 on 2016/07/27 by Jurre.deBaare
HLOD outliner drag and drop operation can cause log spam
#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
#jira UE-32106
Change 3066485 on 2016/07/27 by Alan.Noon
Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
#jira UE-30564
Change 3066470 on 2016/07/27 by mason.seay
Test map and updating blueprint for slicing proc mesh
#jira UE-29618
Change 3066367 on 2016/07/27 by Matthew.Griffin
Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main
Change 3066337 on 2016/07/27 by Matthew.Griffin
Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39
Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive
Change 3066158 on 2016/07/27 by Ben.Marsh
Reverting assets causing warning, via integration from //UE4/Main.
Change 3065651 on 2016/07/26 by Ben.Marsh
Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14
Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.
Change 3065650 on 2016/07/26 by Ben.Marsh
Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04
Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor
Change 3065649 on 2016/07/26 by Ben.Marsh
Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer
#jira UE-33569
Change 3065308 on 2016/07/26 by Ben.Marsh
Fix failure to parse EC settings for 4.13 branch.
Change 3065235 on 2016/07/26 by Ben.Marsh
Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.
[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
{
2019-10-11 15:33:31 -04:00
ImportList = File . ReadAllText ( ImportsFile ) ;
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
Change 3072915 on 2016/08/01 by Nick.Whiting
Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh
#jira UE-34044
Change 3072891 on 2016/08/01 by Nick.Whiting
Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers
#jira UE-33579
Change 3072885 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
Continued - adding missing file.
#jira UE-32876
Change 3072869 on 2016/08/01 by Ori.Cohen
Fix CIS
#jira UE-3402
Change 3072862 on 2016/08/01 by Josh.Adams
- Fixed case issue for Linux
#jira UE-34020
Change 3072818 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
#jira UE-32876
Change 3072756 on 2016/08/01 by John.Billon
Fixed crash when setting a composite texture on a render target cube.
#Jira UE-33885
Change 3072755 on 2016/08/01 by John.Billon
Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
#Jira UE-33574
Change 3072753 on 2016/08/01 by John.Billon
Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
#Jira UE-32565
#Jira UE-29528
Change 3072665 on 2016/08/01 by Ben.Marsh
Fix parse errors in BuildGraph example script.
Change 3072664 on 2016/08/01 by Mike.Beach
Mirrors CL 3072620 from Dev-Blueprints.
Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.
#jira UE-29631
Change 3072656 on 2016/08/01 by Mike.Beach
Mirrors CL 3072614 from Dev-Blueprints.
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
Change 3072649 on 2016/08/01 by Mike.Beach
Mirrors CL 3071292 from Dev-Blueprints.
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072568 on 2016/08/01 by Phillip.Kavan
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).
#jira UE-32780
Change 3072565 on 2016/08/01 by Rolando.Caloca
UE4.13 - More info to track down crash with missing Primitive uniform buffer
#jira UE-33418
Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt
Fix hovering broken in the details panel
#jira UE-20903
Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt
Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable
#jira UE-20903
Change 3072479 on 2016/08/01 by Ori.Cohen
Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision
#JIRA UE-34023
Change 3072438 on 2016/08/01 by Chris.Wood
Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
[UE-33943] - Crash Report Client window not opening in a packaged build
#jira UE-33943
#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher
Change 3072360 on 2016/08/01 by Chris.Babcock
Enable Google Play Games for ARM64 on Android
#jira UE-34031
#ue4
#android
Change 3072337 on 2016/08/01 by Mitchell.Wilson
Saving multiple files from VR template to resolve empty engine version warnings.
#jira UE-33937
Change 3072302 on 2016/08/01 by Lina.Halper
Fix issue where weight doesn't update correctly while updating list
#jira: UE-33023
Change 3072250 on 2016/08/01 by Lina.Halper
Add error message when rename failed
#jira: UE-33661
Change 3072103 on 2016/08/01 by Lina.Halper
- Undid previous propagating change of morphtarget - Refresh function
- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size
#code review: Rolando.Caloca
#jira: UE-33923
Change 3072062 on 2016/08/01 by Jurre.deBaare
Static Mesh Editor and Persona viewport are very dark
#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
#jira UE-33945
Change 3072061 on 2016/08/01 by Jurre.deBaare
Incorrect importing of morph target weights when setting the percentage bases option on import
#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
#jira UE-34003
Change 3072052 on 2016/08/01 by Chris.Babcock
Vulkan extension fixes for Android
#jira UE-32943
#ue4
#android
Change 3072039 on 2016/08/01 by Mitchell.Wilson
Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
#jira UE-33843
Change 3072003 on 2016/08/01 by Rob.Cannaday
Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
#jira UE-34008
Change 3071942 on 2016/08/01 by Matthew.Griffin
Adding feature pack for TP_VirtualRealityBP
Change 3071937 on 2016/08/01 by Max.Chen
Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.
#jira UE-32918
Change 3071932 on 2016/08/01 by Dmitry.Rekman
Linux: fix launch on (UE-33934)
#tests Tested launching on a native host.
#jira UE-33934
(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3071926 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed exponential slowdown when restoring selection states
#jira UE-33918
Change 3071917 on 2016/08/01 by Mitchell.Wilson
Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
#jira UE-15196
Change 3071914 on 2016/08/01 by Allan.Bentham
Fix for incorrect feature level when using networked PIE.
#jira UE-25807
Change 3071894 on 2016/08/01 by Andrew.Rodham
Sequence Recorder: CIS fix
#jira UE-31277
Change 3071884 on 2016/08/01 by phillip.patterson
Updated UMG_Invalidation.uasset to Include Combo Box Test
#jira UE-29618
Change 3071869 on 2016/08/01 by Mitchell.Wilson
Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
#jira UE-33714
Change 3071868 on 2016/08/01 by phillip.patterson
Added UMG_Invalidation.uasset for a test case
#jira UE-29618
Change 3071855 on 2016/08/01 by Jurre.deBaare
Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
#fix Recompiled zlib to be correct debug version
#jira UE-27576
Change 3071853 on 2016/08/01 by Jurre.deBaare
Fix issue with debug asserts not compiling correctly
#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
#jira UE-33989
Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt
Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue.
#jira UE-33013
Change 3071849 on 2016/08/01 by Tom.Looman
Resaved content files with engine version for VR Template
#jira ue-33325
Change 3071822 on 2016/08/01 by Mitchell.Wilson
Adding crosshair to WeapLauncher when not sighted in.
#jira UE-30617
Change 3071798 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed various issues to do with recording attached components
There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.
#jira UE-30574
#jira UE-31277
Change 3071789 on 2016/08/01 by Tom.Looman
Fixed warning of missing gamemode in VR Template.
#jira ue-33325
Change 3071787 on 2016/08/01 by Mitchell.Wilson
Cleared material interface on Neutral.uasset to resolve a warning.
#jira UE-33957
Change 3071784 on 2016/08/01 by Robert.Manuszewski
Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.
#jira UE-33692
#jira UE-33814
Change 3071746 on 2016/08/01 by Tom.Looman
Added config.ini for Feature Pack creation to VR Template
#jira ue-33325
Change 3071694 on 2016/08/01 by Robert.Manuszewski
Fixing crash after opening edit config data for remote build then packaging
#jira UE-33719
Change 3071660 on 2016/08/01 by Dmitriy.Dyomin
Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
#jira UE-30104
Change 3071657 on 2016/08/01 by Matthew.Griffin
Excluded TP_VirtualRealityBP Template from Mac Binary builds.
Change 3071651 on 2016/08/01 by Tom.Looman
Removed config.ini ref from content.txt
#jira UE-33325
Change 3071645 on 2016/08/01 by Jurre.deBaare
Merge Actor Tool missing option to deselect Export Specific LOD
#fix Added the ability to export a specific LOD or all LODs for the selected objects
#jira UE-33100
Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
#jira UE-29976
Change 3071608 on 2016/08/01 by Thomas.Sarkanen
Bringing hitch tracking fix over from Orion.
Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs
#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)
Change 3071606 on 2016/08/01 by Matthew.Griffin
Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
#jira UE-33959
Change 3071584 on 2016/08/01 by Matthew.Griffin
Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
#jira UE-23720
Change 3071479 on 2016/07/31 by Dmitriy.Dyomin
Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
Merged from Dev-Mobile CL# 3057039
#jira UE-32774
Change 3071478 on 2016/07/31 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3071282 on 2016/07/30 by Max.Chen
Cine Camera Actor: CIS fix
#jira UE-33805
Change 3071272 on 2016/07/30 by Max.Chen
Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.
#jira UE-33805
Change 3071229 on 2016/07/30 by Ben.Marsh
Fix static analysis warning.
Change 3071077 on 2016/07/29 by Max.Chen
Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.
#jira UE-33432
Change 3071076 on 2016/07/29 by Max.Chen
Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.
#jira UE-33078
Change 3071070 on 2016/07/29 by Max.Chen
Sequence Recorder: Record actors as possessables
Added GetWorld() check when resolving bindings in case the world is being torn down.
Copy from Dev-Sequencer
#jira UE-33969
Change 3071069 on 2016/07/29 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
Change 3071058 on 2016/07/29 by Max.Chen
Sequencer: Tweak track colors
Audio track brighter
Transform, bool, event tracks less saturated
Recording subsection more saturated
Fade track gradient
Copy from Dev-Sequencer
#jira UE-33968
Change 3071057 on 2016/07/29 by Max.Chen
Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.
Copy from Dev-Sequencer
#jira UE-33967
Change 3071004 on 2016/07/29 by Lauren.Ridge
Fix for crash on color picker summon due to null SWindow #rb chris.gagnon
#jira UE-33966
Change 3070956 on 2016/07/29 by Chris.Babcock
Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
#jira UE-33607
#ue4
#android
Change 3070807 on 2016/07/29 by Nick.Darnell
Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.
#jira UE-30481
Change 3070779 on 2016/07/29 by Rob.Cannaday
Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
#jira UE-33922
Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#jira UE-33914
Change 3070764 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278. (resubmitted as edit)
#jira UE-20581
Change 3070757 on 2016/07/29 by Nick.Darnell
Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.
#jira UE-33450
Change 3070741 on 2016/07/29 by Phillip.Kavan
Back out previous submit (forgot to convert to edit).
#jira UE-20581
Change 3070737 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278.
#jira UE-20581
Change 3070695 on 2016/07/29 by Ryan.Vance
#jira UE-32145
We were using the wrong texture format for the rift ogl bridge.
Removed derived ogl bridge destructor to fix assert.
Based on CL 3069701 from Oculus
Change 3070632 on 2016/07/29 by Mitchell.Wilson
Rebuilt lighting for SubwaySequencer
#jira UE-33564
Change 3070620 on 2016/07/29 by Chris.Babcock
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3070586 on 2016/07/29 by phillip.patterson
Updating Sequencer_Focus for test case
#jira UE-29618
Change 3070539 on 2016/07/29 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)
#jira UE-33463
Change 3070538 on 2016/07/29 by Mitchell.Wilson
Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
#jira UE-29730
Change 3070467 on 2016/07/29 by Lauren.Ridge
Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker
#jira UE-33920
#jira UE-33769
Change 3070460 on 2016/07/29 by Lauren.Ridge
Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker
#jira UE-32413
Change 3070455 on 2016/07/29 by Lauren.Ridge
Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker
#jira UE-33635
Change 3070404 on 2016/07/29 by John.Pollard
Fix: Console command "Open" crashes with dedicated server settings
#jira UE-32511
Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt
Fix incorrect tooltip for the lerp instruction in the material editor
#jira UE-33896
Change 3070376 on 2016/07/29 by Ryan.Vance
#jira UEVR-32
Support base and neo multi-view vertex shaders on ps4.
Compile both base and neo versions of the multi-view enabled vertex shaders.
Pack them together in the resulting shader code.
Unpack them and load the correct version when creating the vertex shader instance.
Change 3070345 on 2016/07/29 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3070315 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3070314 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3070272 on 2016/07/29 by Jon.Nabozny
Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.
#jira UE-33944
Change 3070235 on 2016/07/29 by Mitchell.Wilson
Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
#jira UE-32742
Change 3070221 on 2016/07/29 by Jurre.deBaare
HLOD: The forced viewing level slider does not stay in sync after building a cluster
#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
#jira UE-32187
Change 3070218 on 2016/07/29 by Jurre.deBaare
HLOD: Shadow logic in ALODActor is messed up
#fix Moved shadow determination logic
#jira UE-31753
Change 3070212 on 2016/07/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
#jira UE-30384
Change 3070176 on 2016/07/29 by Jurre.deBaare
Some post processing features in Preview Scene Settings do not update immediately
#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
#jira UE-33895
Change 3070175 on 2016/07/29 by Jurre.deBaare
Static Mesh Editor does not display Vertex Colors in Lit mode
#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
#jira UE-32977
Change 3070163 on 2016/07/29 by Chris.Wood
Changed log warnings to info when WinSAT assessment unavailable
[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
#jira UE-30198
trivial change
Change 3070154 on 2016/07/29 by Matthew.Griffin
Removed exceptions for IOS .a files now we are building code projects
Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
#jira UE-33868
Change 3070124 on 2016/07/29 by Alex.Delesky
#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.
Change 3070060 on 2016/07/29 by Chris.Wood
Fixed command line argument saved to crash reports and used to restart crash processes
[UE-30665] - CrashReporterClient send and restart does not reopen the project
#jira UE-30665
trivial re-add of a line lost in a confusing merge.
Change 3070035 on 2016/07/29 by Allan.Bentham
Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
Allows device profiles to disable vulkan and/or ES3.1.
#jira UE-33379
Change 3070027 on 2016/07/29 by Tom.Looman
Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)
#jira UE-33325
Change 3070009 on 2016/07/29 by James.Golding
Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
#jira UE-32395
Change 3070007 on 2016/07/29 by James.Golding
Fix highlight when searching Anim Curves
#jira UE-33073
Change 3070002 on 2016/07/29 by James.Golding
Fix complex collision drawing in StaticMesh Editor
#jira UE-33062
Change 3069998 on 2016/07/29 by Jon.Nabozny
Fix AShooterCharacter heavy breathing even when running but not moving.
#jira UE-32398
Change 3069980 on 2016/07/29 by James.Golding
Add UV support to ProcMeshComp collision
Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
Move ProceduralMeshComponent out of 'experimental'
#jira UE-29850, UE-33003
Change 3069970 on 2016/07/29 by James.Golding
Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
#jira UE-32819
Change 3069969 on 2016/07/29 by Andrew.Porter
Adding movie test content to NotForLicensee.
#jira UE-29618
Change 3069962 on 2016/07/29 by Chris.Wood
Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
#jira UE-31820
Affects Core and CrashReportClient.
Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
Added project-specific values to engine config with defaults set in BaseEngine.ini.
Added overrides to Orion config.
Change 3069908 on 2016/07/29 by Jurre.deBaare
Saving assets with UGS build, fixes build warnings
#jira UE-123
Change 3069889 on 2016/07/29 by Jurre.deBaare
Build fix for -game builds (missing WITH_EDITOR ifdef)
#jira UE-123
Change 3069877 on 2016/07/29 by Allan.Bentham
Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
Fixed issue that prevented settings editor saving out array property changes.
#jira UE-33379
Change 3069872 on 2016/07/29 by Jurre.deBaare
Added option to disable post processing option in preview scene
Inverted normals on the sky sphere (asset change)
Bad performance when changing (slider) values for the advanced preview scene
#fix Small optimizations and now only save the data on closing of the preview scene tab
#jira UE-33496
Persona floor offset not being correct
#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
#jira UE-32278
Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
#fix I will now hide the environment and O the floor
#jira UE-33498
Directional light rotation not saved with advanced preview scene profiles
#fix Now does :)
#jira UE-33619
Change 3069838 on 2016/07/29 by Luke.Thatcher
Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
#jira UE-33671
Change 3069440 on 2016/07/28 by patrickr.donovan
#jira UE-29618
Test content for AA and materials with tessellation enabled and absolute world position material function.
Change 3069148 on 2016/07/28 by Lina.Halper
Morphtarget deletion crash
#jira: UE-33851
#code review: Roalndo.caloca
Change 3069144 on 2016/07/28 by Michael.Trepka
Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj
#jira UE-31863
Change 3069021 on 2016/07/28 by Dmitry.Rekman
Linux: a number of small fixes from pull requests.
- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)
#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes.
#jira UE-24848
#jira UE-27742
#jira UE-27894
#jira UE-29781
#jira UE-30452
(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3068867 on 2016/07/28 by Mike.Fricker
Mesh Paint: Fixed various bugs
- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)
#jira UE-33554
#jira UE-33550
#jira UE-33551
#jira UE-33621
Change 3068758 on 2016/07/28 by Mitchell.Wilson
Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
#jira UE-33684
Change 3068733 on 2016/07/28 by Ori.Cohen
Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)
#JIRA UE-32630
Change 3068713 on 2016/07/28 by Lina.Halper
#Checking in Benn G's fix
Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).
#jira UE-33633
#code review: Benn.Gallagher
Change 3068580 on 2016/07/28 by John.Pollard
Disable hot reloading when using single process MP PIE
Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players
#jira UE-30516
Change 3068550 on 2016/07/28 by Jurre.deBaare
Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
#jira UE-31886
Change 3068549 on 2016/07/28 by Jurre.deBaare
Merged static meshes stop reaction to the Trace Complex on Move flag.
#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
#jira UE-30403
Change 3068548 on 2016/07/28 by Jurre.deBaare
Merge Actor tool can no longer merge just materials for an actor
#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
#jira UE-32797
Change 3068547 on 2016/07/28 by Jurre.deBaare
Make sure the advanced preview scene tab is shown by default
#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
#jira UE-33499
Change 3068546 on 2016/07/28 by Jurre.deBaare
Textures created from generating proxy meshes have incorrect compression format on tooltip
#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
#jira UE-30365
Change 3068543 on 2016/07/28 by Danny.Bouimad
#jira UE-29618
Made useability changes to the Phsyical Animation Profile Map
Change 3068407 on 2016/07/28 by Mitchell.Wilson
Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
#jira UE-33684
Change 3068403 on 2016/07/28 by Ben.Marsh
Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.
#jira UE-33459
Change 3068358 on 2016/07/28 by Martin.Wilson
Set default compression to NoClear as None is not a valid compression
#jira UE-31958
Change 3068346 on 2016/07/28 by Benjamin.Hyder
Updating TM-ContactShadows to include static meshes
#jira UE-29618
Change 3068336 on 2016/07/28 by Martin.Wilson
Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).
#jira UE-32101
Change 3068321 on 2016/07/28 by Martin.Wilson
Export bone selection widgets so that other modules can use them
#Jira UE-30361
Change 3068316 on 2016/07/28 by Martin.Wilson
Expose Root Motion Mode
#jira UE-14431
Change 3068307 on 2016/07/28 by Benjamin.Hyder
Rebuilding lighting in QA-Materials
#jira UE-29618
Change 3068299 on 2016/07/28 by Benjamin.Hyder
Renaming TM_Noise to TM-Noise
#jira UE-29618
Change 3068285 on 2016/07/28 by Martin.Wilson
Remove option to clear compression on animation sequences
#jira UE-31957
Change 3068282 on 2016/07/28 by Benjamin.Hyder
Re-Saving QA-Materials to remove log spam
#jira UE-29618
Change 3068271 on 2016/07/28 by Martin.Wilson
Add check to highlight recursion issue caused by game code
#jira UE-31417
Change 3068259 on 2016/07/28 by Jamie.Dale
Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types
#jira UE-31709
Change 3068257 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068204 on 2016/07/28 by Nick.Darnell
Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.
Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.
UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.
#jira UE-33845
Change 3068197 on 2016/07/28 by Martin.Wilson
Fix abstract notify state classes showing up in create menu
#jira UE-33864
Fix copy paste notifies introducing cross animation references
#jira UE-32801
Change 3068183 on 2016/07/28 by Matthew.Griffin
Remove hard coded staging for Crash Reporter and use its receipt instead
#jira UE-33800
Change 3068097 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
#jira UE-22679
Change 3068074 on 2016/07/28 by Matthew.Griffin
Added DDC nodes to list of content/shader modifiers for notifications
Change 3068053 on 2016/07/28 by Jack.Porter
After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components
#jira UE-5335
Change 3068043 on 2016/07/28 by Jack.Porter
Fix crash in mobile preview when selecting objects during shader compilation
#jira UE-33862
Change 3068031 on 2016/07/28 by Gareth.Martin
Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
#jira UE-33708
Change 3068030 on 2016/07/28 by Gareth.Martin
Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
#jira UE-20476
Change 3068029 on 2016/07/28 by Gareth.Martin
Fixed landscape "continuous" sculpting not working in multiple viewports
- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
#jira UE-32347
Change 3068013 on 2016/07/28 by Thomas.Sarkanen
Added a tick dependency for slave components
Ensures that slave components always get ticked after master components.
Prevents potential main thread stall updating morph targets in slave components.
#jira UE-23045 - Slave components could benefit from a tick dependency on master components
Change 3068011 on 2016/07/28 by Thomas.Sarkanen
Added space bar as a shortcut to play/pause animation playback in Persona
#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause
Change 3068009 on 2016/07/28 by Thomas.Sarkanen
Multi-arg console commands now accept string commands with or without quotes
Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
Removed old legacy code designed to fix trailing string params not being parsed correctly.
Updated some NULLs to nullptr.
#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks
Change 3067854 on 2016/07/28 by Dmitriy.Dyomin
Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
#jira UE-33440
Change 3067831 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Landscape GrassType does not have the option to exclude Decals
#jira UE-26669
Change 3067826 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
Also fixed Replace foliage type case
#jira UE-32010
Change 3067824 on 2016/07/28 by Dmitriy.Dyomin
Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
#jira UE-24767
Change 3067794 on 2016/07/27 by Jack.Porter
Expose Lighting Channels to Foliage and Landscape Grass
#jira UE-32794
Change 3067782 on 2016/07/27 by Jack.Porter
Fixed crash on device when playing sounds when packaged using Android_Multi
#jira UE-31981
Change 3067760 on 2016/07/27 by Jack.Porter
Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target
#jira UE-11756
Change 3067748 on 2016/07/27 by Dmitry.Rekman
Linux: fix packaged projects not being runnable (UE-33608).
- Added a shell script to run the binary.
#jira UE-33608
(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3067512 on 2016/07/27 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements (first two items)
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
Unshelved from pending changelist '3065760 (UE4/Dev-VR)
-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
-Known issue: some tracker location popping during reconnect. I will try to fix that next.
#jira UEVR-13
#review-3066558 @chad.taylor
Change 3067511 on 2016/07/27 by Jeff.Fisher
Duplicating 3058093 (UE4/Dev-VR)
Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
#jira UEVR-13
Change 3067488 on 2016/07/27 by Ori.Cohen
Make the UI more clear for which physical animation is currently being editted.
#JIRA UE-33332
Change 3067481 on 2016/07/27 by Chris.Babcock
AAR support and updating libraries:
- Google Play Games native C++ SDK 2.1
- Google Play Services 9.2.0
- android-support-v4.jar 23.0.0
#jira UEPLAT-1251
#jira UE-19190
#ue4
#android
Change 3067478 on 2016/07/27 by Ori.Cohen
Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings
#JIRA UE-33276, UE-33331
Change 3067474 on 2016/07/27 by Ori.Cohen
Make it so property index comes in on reset of array value and duplication (From Matt.K)
#JIRA UE-33276
Change 3067457 on 2016/07/27 by Ori.Cohen
Fix currently highlighted text in physics profiles being copied over when chaing current profile
#JIRA UE-33282
Change 3067451 on 2016/07/27 by Ori.Cohen
Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain
#JIRA UE-32531
Change 3067443 on 2016/07/27 by Ori.Cohen
Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
Mark the component as experimental and only expose valid functions into construction script
#JIRA UE-33656
Change 3067439 on 2016/07/27 by Ori.Cohen
Added more logging info for potential fixed framerate negative delta time crash
#JIRA UE-32219
Change 3067348 on 2016/07/27 by mason.seay
Updating map to have hit events test.
#jira UE-29618
Change 3067342 on 2016/07/27 by Mitchell.Wilson
Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
#jira UE-15698
Change 3067332 on 2016/07/27 by Dmitry.Rekman
Fix for libstdc++ problems (UE-33584).
#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.
#JIRA UE-33584
(Redoing CL 3065551 from Dev-Platform).
Change 3067262 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly
#tests: PIE/compile editor build/noneditor
#jira: UE-33477
Change 3067228 on 2016/07/27 by Lina.Halper
This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.
#jira: UE-29880
Change 3067168 on 2016/07/27 by Lina.Halper
DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
#jira: UE-33454
Change 3067162 on 2016/07/27 by Lina.Halper
pose asset source animation/animation asset preview pose now have proper skeleton filter
#jira: UE-32607
Change 3067160 on 2016/07/27 by Lina.Halper
Fix issue with preview curve not working when no asset
#jira: UE-33402
Change 3067138 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3067129 on 2016/07/27 by Lina.Halper
DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
#tests: Jump_Recovery_Additive, PIE
#jira: UE-33477
Change 3067128 on 2016/07/27 by Michael.Trepka
Copy of CL 3062046
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS
#jira UE-33683
Change 3067104 on 2016/07/27 by Lina.Halper
DUPEFIX: Support different samplerate for reimport with set range
#jira: UE-16027
Change 3067093 on 2016/07/27 by Lina.Halper
DUPE FIX: Fix baking is applied twice in the new created animation
#jira: UE-31120
Change 3067088 on 2016/07/27 by Lina.Halper
Fix issues with rename/delete of the curves
#jira: UE-33663, UE-33730, UE-33661, UE-33662
Change 3066795 on 2016/07/27 by Mark.Satterthwaite
Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
#jira UE-33778
Change 3066788 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3066338:
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066786 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3064743:
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira UE-33827
#jira FORT-27685
Change 3066768 on 2016/07/27 by samuel.proctor
Updated child blueprint used for profiler testing
#jira UE-29618
Change 3066733 on 2016/07/27 by samuel.proctor
Refreshed broken node in profiler test asset
#jira UE-29618
Change 3066670 on 2016/07/27 by Sam.Deiter
#Jira UEDOC-3139 Adding the blending tool tip images.
Change 3066669 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063329:
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3066668 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063327:
Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
#jira UE-32068
Change 3066625 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3062160:
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3066624 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063328:
Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
#jira UE-33820
Change 3066589 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3060590 to fix UE-33819:
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
#jira UE-33819
Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed Reset to default not updating when selecting new assets
#jira UE-33817
Change 3066509 on 2016/07/27 by mason.seay
Phys material needed for TM-SliceProcMesh
#jira UE-29618
Change 3066500 on 2016/07/27 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3066499 on 2016/07/27 by Jurre.deBaare
Map build should not generate empty HLOD folder in Editor
#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
#jira UE-29564
Change 3066498 on 2016/07/27 by Jurre.deBaare
HLOD outliner drag and drop operation can cause log spam
#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
#jira UE-32106
Change 3066485 on 2016/07/27 by Alan.Noon
Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
#jira UE-30564
Change 3066470 on 2016/07/27 by mason.seay
Test map and updating blueprint for slicing proc mesh
#jira UE-29618
Change 3066367 on 2016/07/27 by Matthew.Griffin
Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main
Change 3066337 on 2016/07/27 by Matthew.Griffin
Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39
Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive
Change 3066158 on 2016/07/27 by Ben.Marsh
Reverting assets causing warning, via integration from //UE4/Main.
Change 3065651 on 2016/07/26 by Ben.Marsh
Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14
Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.
Change 3065650 on 2016/07/26 by Ben.Marsh
Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04
Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor
Change 3065649 on 2016/07/26 by Ben.Marsh
Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer
#jira UE-33569
Change 3065308 on 2016/07/26 by Ben.Marsh
Fix failure to parse EC settings for 4.13 branch.
Change 3065235 on 2016/07/26 by Ben.Marsh
Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.
[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
}
// Run the UPL imports section for each architecture and add any new imports (duplicates will be removed)
foreach ( string NDKArch in NDKArches )
{
2021-11-18 14:37:34 -05:00
ImportList = UPL ! . ProcessPluginNode ( NDKArch , "AARImports" , ImportList ) ;
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
Change 3072915 on 2016/08/01 by Nick.Whiting
Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh
#jira UE-34044
Change 3072891 on 2016/08/01 by Nick.Whiting
Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers
#jira UE-33579
Change 3072885 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
Continued - adding missing file.
#jira UE-32876
Change 3072869 on 2016/08/01 by Ori.Cohen
Fix CIS
#jira UE-3402
Change 3072862 on 2016/08/01 by Josh.Adams
- Fixed case issue for Linux
#jira UE-34020
Change 3072818 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
#jira UE-32876
Change 3072756 on 2016/08/01 by John.Billon
Fixed crash when setting a composite texture on a render target cube.
#Jira UE-33885
Change 3072755 on 2016/08/01 by John.Billon
Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
#Jira UE-33574
Change 3072753 on 2016/08/01 by John.Billon
Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
#Jira UE-32565
#Jira UE-29528
Change 3072665 on 2016/08/01 by Ben.Marsh
Fix parse errors in BuildGraph example script.
Change 3072664 on 2016/08/01 by Mike.Beach
Mirrors CL 3072620 from Dev-Blueprints.
Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.
#jira UE-29631
Change 3072656 on 2016/08/01 by Mike.Beach
Mirrors CL 3072614 from Dev-Blueprints.
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
Change 3072649 on 2016/08/01 by Mike.Beach
Mirrors CL 3071292 from Dev-Blueprints.
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072568 on 2016/08/01 by Phillip.Kavan
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).
#jira UE-32780
Change 3072565 on 2016/08/01 by Rolando.Caloca
UE4.13 - More info to track down crash with missing Primitive uniform buffer
#jira UE-33418
Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt
Fix hovering broken in the details panel
#jira UE-20903
Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt
Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable
#jira UE-20903
Change 3072479 on 2016/08/01 by Ori.Cohen
Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision
#JIRA UE-34023
Change 3072438 on 2016/08/01 by Chris.Wood
Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
[UE-33943] - Crash Report Client window not opening in a packaged build
#jira UE-33943
#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher
Change 3072360 on 2016/08/01 by Chris.Babcock
Enable Google Play Games for ARM64 on Android
#jira UE-34031
#ue4
#android
Change 3072337 on 2016/08/01 by Mitchell.Wilson
Saving multiple files from VR template to resolve empty engine version warnings.
#jira UE-33937
Change 3072302 on 2016/08/01 by Lina.Halper
Fix issue where weight doesn't update correctly while updating list
#jira: UE-33023
Change 3072250 on 2016/08/01 by Lina.Halper
Add error message when rename failed
#jira: UE-33661
Change 3072103 on 2016/08/01 by Lina.Halper
- Undid previous propagating change of morphtarget - Refresh function
- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size
#code review: Rolando.Caloca
#jira: UE-33923
Change 3072062 on 2016/08/01 by Jurre.deBaare
Static Mesh Editor and Persona viewport are very dark
#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
#jira UE-33945
Change 3072061 on 2016/08/01 by Jurre.deBaare
Incorrect importing of morph target weights when setting the percentage bases option on import
#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
#jira UE-34003
Change 3072052 on 2016/08/01 by Chris.Babcock
Vulkan extension fixes for Android
#jira UE-32943
#ue4
#android
Change 3072039 on 2016/08/01 by Mitchell.Wilson
Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
#jira UE-33843
Change 3072003 on 2016/08/01 by Rob.Cannaday
Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
#jira UE-34008
Change 3071942 on 2016/08/01 by Matthew.Griffin
Adding feature pack for TP_VirtualRealityBP
Change 3071937 on 2016/08/01 by Max.Chen
Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.
#jira UE-32918
Change 3071932 on 2016/08/01 by Dmitry.Rekman
Linux: fix launch on (UE-33934)
#tests Tested launching on a native host.
#jira UE-33934
(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3071926 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed exponential slowdown when restoring selection states
#jira UE-33918
Change 3071917 on 2016/08/01 by Mitchell.Wilson
Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
#jira UE-15196
Change 3071914 on 2016/08/01 by Allan.Bentham
Fix for incorrect feature level when using networked PIE.
#jira UE-25807
Change 3071894 on 2016/08/01 by Andrew.Rodham
Sequence Recorder: CIS fix
#jira UE-31277
Change 3071884 on 2016/08/01 by phillip.patterson
Updated UMG_Invalidation.uasset to Include Combo Box Test
#jira UE-29618
Change 3071869 on 2016/08/01 by Mitchell.Wilson
Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
#jira UE-33714
Change 3071868 on 2016/08/01 by phillip.patterson
Added UMG_Invalidation.uasset for a test case
#jira UE-29618
Change 3071855 on 2016/08/01 by Jurre.deBaare
Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
#fix Recompiled zlib to be correct debug version
#jira UE-27576
Change 3071853 on 2016/08/01 by Jurre.deBaare
Fix issue with debug asserts not compiling correctly
#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
#jira UE-33989
Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt
Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue.
#jira UE-33013
Change 3071849 on 2016/08/01 by Tom.Looman
Resaved content files with engine version for VR Template
#jira ue-33325
Change 3071822 on 2016/08/01 by Mitchell.Wilson
Adding crosshair to WeapLauncher when not sighted in.
#jira UE-30617
Change 3071798 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed various issues to do with recording attached components
There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.
#jira UE-30574
#jira UE-31277
Change 3071789 on 2016/08/01 by Tom.Looman
Fixed warning of missing gamemode in VR Template.
#jira ue-33325
Change 3071787 on 2016/08/01 by Mitchell.Wilson
Cleared material interface on Neutral.uasset to resolve a warning.
#jira UE-33957
Change 3071784 on 2016/08/01 by Robert.Manuszewski
Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.
#jira UE-33692
#jira UE-33814
Change 3071746 on 2016/08/01 by Tom.Looman
Added config.ini for Feature Pack creation to VR Template
#jira ue-33325
Change 3071694 on 2016/08/01 by Robert.Manuszewski
Fixing crash after opening edit config data for remote build then packaging
#jira UE-33719
Change 3071660 on 2016/08/01 by Dmitriy.Dyomin
Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
#jira UE-30104
Change 3071657 on 2016/08/01 by Matthew.Griffin
Excluded TP_VirtualRealityBP Template from Mac Binary builds.
Change 3071651 on 2016/08/01 by Tom.Looman
Removed config.ini ref from content.txt
#jira UE-33325
Change 3071645 on 2016/08/01 by Jurre.deBaare
Merge Actor Tool missing option to deselect Export Specific LOD
#fix Added the ability to export a specific LOD or all LODs for the selected objects
#jira UE-33100
Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
#jira UE-29976
Change 3071608 on 2016/08/01 by Thomas.Sarkanen
Bringing hitch tracking fix over from Orion.
Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs
#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)
Change 3071606 on 2016/08/01 by Matthew.Griffin
Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
#jira UE-33959
Change 3071584 on 2016/08/01 by Matthew.Griffin
Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
#jira UE-23720
Change 3071479 on 2016/07/31 by Dmitriy.Dyomin
Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
Merged from Dev-Mobile CL# 3057039
#jira UE-32774
Change 3071478 on 2016/07/31 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3071282 on 2016/07/30 by Max.Chen
Cine Camera Actor: CIS fix
#jira UE-33805
Change 3071272 on 2016/07/30 by Max.Chen
Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.
#jira UE-33805
Change 3071229 on 2016/07/30 by Ben.Marsh
Fix static analysis warning.
Change 3071077 on 2016/07/29 by Max.Chen
Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.
#jira UE-33432
Change 3071076 on 2016/07/29 by Max.Chen
Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.
#jira UE-33078
Change 3071070 on 2016/07/29 by Max.Chen
Sequence Recorder: Record actors as possessables
Added GetWorld() check when resolving bindings in case the world is being torn down.
Copy from Dev-Sequencer
#jira UE-33969
Change 3071069 on 2016/07/29 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
Change 3071058 on 2016/07/29 by Max.Chen
Sequencer: Tweak track colors
Audio track brighter
Transform, bool, event tracks less saturated
Recording subsection more saturated
Fade track gradient
Copy from Dev-Sequencer
#jira UE-33968
Change 3071057 on 2016/07/29 by Max.Chen
Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.
Copy from Dev-Sequencer
#jira UE-33967
Change 3071004 on 2016/07/29 by Lauren.Ridge
Fix for crash on color picker summon due to null SWindow #rb chris.gagnon
#jira UE-33966
Change 3070956 on 2016/07/29 by Chris.Babcock
Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
#jira UE-33607
#ue4
#android
Change 3070807 on 2016/07/29 by Nick.Darnell
Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.
#jira UE-30481
Change 3070779 on 2016/07/29 by Rob.Cannaday
Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
#jira UE-33922
Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#jira UE-33914
Change 3070764 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278. (resubmitted as edit)
#jira UE-20581
Change 3070757 on 2016/07/29 by Nick.Darnell
Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.
#jira UE-33450
Change 3070741 on 2016/07/29 by Phillip.Kavan
Back out previous submit (forgot to convert to edit).
#jira UE-20581
Change 3070737 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278.
#jira UE-20581
Change 3070695 on 2016/07/29 by Ryan.Vance
#jira UE-32145
We were using the wrong texture format for the rift ogl bridge.
Removed derived ogl bridge destructor to fix assert.
Based on CL 3069701 from Oculus
Change 3070632 on 2016/07/29 by Mitchell.Wilson
Rebuilt lighting for SubwaySequencer
#jira UE-33564
Change 3070620 on 2016/07/29 by Chris.Babcock
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3070586 on 2016/07/29 by phillip.patterson
Updating Sequencer_Focus for test case
#jira UE-29618
Change 3070539 on 2016/07/29 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)
#jira UE-33463
Change 3070538 on 2016/07/29 by Mitchell.Wilson
Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
#jira UE-29730
Change 3070467 on 2016/07/29 by Lauren.Ridge
Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker
#jira UE-33920
#jira UE-33769
Change 3070460 on 2016/07/29 by Lauren.Ridge
Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker
#jira UE-32413
Change 3070455 on 2016/07/29 by Lauren.Ridge
Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker
#jira UE-33635
Change 3070404 on 2016/07/29 by John.Pollard
Fix: Console command "Open" crashes with dedicated server settings
#jira UE-32511
Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt
Fix incorrect tooltip for the lerp instruction in the material editor
#jira UE-33896
Change 3070376 on 2016/07/29 by Ryan.Vance
#jira UEVR-32
Support base and neo multi-view vertex shaders on ps4.
Compile both base and neo versions of the multi-view enabled vertex shaders.
Pack them together in the resulting shader code.
Unpack them and load the correct version when creating the vertex shader instance.
Change 3070345 on 2016/07/29 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3070315 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3070314 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3070272 on 2016/07/29 by Jon.Nabozny
Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.
#jira UE-33944
Change 3070235 on 2016/07/29 by Mitchell.Wilson
Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
#jira UE-32742
Change 3070221 on 2016/07/29 by Jurre.deBaare
HLOD: The forced viewing level slider does not stay in sync after building a cluster
#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
#jira UE-32187
Change 3070218 on 2016/07/29 by Jurre.deBaare
HLOD: Shadow logic in ALODActor is messed up
#fix Moved shadow determination logic
#jira UE-31753
Change 3070212 on 2016/07/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
#jira UE-30384
Change 3070176 on 2016/07/29 by Jurre.deBaare
Some post processing features in Preview Scene Settings do not update immediately
#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
#jira UE-33895
Change 3070175 on 2016/07/29 by Jurre.deBaare
Static Mesh Editor does not display Vertex Colors in Lit mode
#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
#jira UE-32977
Change 3070163 on 2016/07/29 by Chris.Wood
Changed log warnings to info when WinSAT assessment unavailable
[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
#jira UE-30198
trivial change
Change 3070154 on 2016/07/29 by Matthew.Griffin
Removed exceptions for IOS .a files now we are building code projects
Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
#jira UE-33868
Change 3070124 on 2016/07/29 by Alex.Delesky
#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.
Change 3070060 on 2016/07/29 by Chris.Wood
Fixed command line argument saved to crash reports and used to restart crash processes
[UE-30665] - CrashReporterClient send and restart does not reopen the project
#jira UE-30665
trivial re-add of a line lost in a confusing merge.
Change 3070035 on 2016/07/29 by Allan.Bentham
Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
Allows device profiles to disable vulkan and/or ES3.1.
#jira UE-33379
Change 3070027 on 2016/07/29 by Tom.Looman
Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)
#jira UE-33325
Change 3070009 on 2016/07/29 by James.Golding
Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
#jira UE-32395
Change 3070007 on 2016/07/29 by James.Golding
Fix highlight when searching Anim Curves
#jira UE-33073
Change 3070002 on 2016/07/29 by James.Golding
Fix complex collision drawing in StaticMesh Editor
#jira UE-33062
Change 3069998 on 2016/07/29 by Jon.Nabozny
Fix AShooterCharacter heavy breathing even when running but not moving.
#jira UE-32398
Change 3069980 on 2016/07/29 by James.Golding
Add UV support to ProcMeshComp collision
Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
Move ProceduralMeshComponent out of 'experimental'
#jira UE-29850, UE-33003
Change 3069970 on 2016/07/29 by James.Golding
Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
#jira UE-32819
Change 3069969 on 2016/07/29 by Andrew.Porter
Adding movie test content to NotForLicensee.
#jira UE-29618
Change 3069962 on 2016/07/29 by Chris.Wood
Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
#jira UE-31820
Affects Core and CrashReportClient.
Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
Added project-specific values to engine config with defaults set in BaseEngine.ini.
Added overrides to Orion config.
Change 3069908 on 2016/07/29 by Jurre.deBaare
Saving assets with UGS build, fixes build warnings
#jira UE-123
Change 3069889 on 2016/07/29 by Jurre.deBaare
Build fix for -game builds (missing WITH_EDITOR ifdef)
#jira UE-123
Change 3069877 on 2016/07/29 by Allan.Bentham
Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
Fixed issue that prevented settings editor saving out array property changes.
#jira UE-33379
Change 3069872 on 2016/07/29 by Jurre.deBaare
Added option to disable post processing option in preview scene
Inverted normals on the sky sphere (asset change)
Bad performance when changing (slider) values for the advanced preview scene
#fix Small optimizations and now only save the data on closing of the preview scene tab
#jira UE-33496
Persona floor offset not being correct
#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
#jira UE-32278
Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
#fix I will now hide the environment and O the floor
#jira UE-33498
Directional light rotation not saved with advanced preview scene profiles
#fix Now does :)
#jira UE-33619
Change 3069838 on 2016/07/29 by Luke.Thatcher
Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
#jira UE-33671
Change 3069440 on 2016/07/28 by patrickr.donovan
#jira UE-29618
Test content for AA and materials with tessellation enabled and absolute world position material function.
Change 3069148 on 2016/07/28 by Lina.Halper
Morphtarget deletion crash
#jira: UE-33851
#code review: Roalndo.caloca
Change 3069144 on 2016/07/28 by Michael.Trepka
Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj
#jira UE-31863
Change 3069021 on 2016/07/28 by Dmitry.Rekman
Linux: a number of small fixes from pull requests.
- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)
#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes.
#jira UE-24848
#jira UE-27742
#jira UE-27894
#jira UE-29781
#jira UE-30452
(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3068867 on 2016/07/28 by Mike.Fricker
Mesh Paint: Fixed various bugs
- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)
#jira UE-33554
#jira UE-33550
#jira UE-33551
#jira UE-33621
Change 3068758 on 2016/07/28 by Mitchell.Wilson
Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
#jira UE-33684
Change 3068733 on 2016/07/28 by Ori.Cohen
Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)
#JIRA UE-32630
Change 3068713 on 2016/07/28 by Lina.Halper
#Checking in Benn G's fix
Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).
#jira UE-33633
#code review: Benn.Gallagher
Change 3068580 on 2016/07/28 by John.Pollard
Disable hot reloading when using single process MP PIE
Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players
#jira UE-30516
Change 3068550 on 2016/07/28 by Jurre.deBaare
Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
#jira UE-31886
Change 3068549 on 2016/07/28 by Jurre.deBaare
Merged static meshes stop reaction to the Trace Complex on Move flag.
#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
#jira UE-30403
Change 3068548 on 2016/07/28 by Jurre.deBaare
Merge Actor tool can no longer merge just materials for an actor
#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
#jira UE-32797
Change 3068547 on 2016/07/28 by Jurre.deBaare
Make sure the advanced preview scene tab is shown by default
#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
#jira UE-33499
Change 3068546 on 2016/07/28 by Jurre.deBaare
Textures created from generating proxy meshes have incorrect compression format on tooltip
#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
#jira UE-30365
Change 3068543 on 2016/07/28 by Danny.Bouimad
#jira UE-29618
Made useability changes to the Phsyical Animation Profile Map
Change 3068407 on 2016/07/28 by Mitchell.Wilson
Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
#jira UE-33684
Change 3068403 on 2016/07/28 by Ben.Marsh
Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.
#jira UE-33459
Change 3068358 on 2016/07/28 by Martin.Wilson
Set default compression to NoClear as None is not a valid compression
#jira UE-31958
Change 3068346 on 2016/07/28 by Benjamin.Hyder
Updating TM-ContactShadows to include static meshes
#jira UE-29618
Change 3068336 on 2016/07/28 by Martin.Wilson
Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).
#jira UE-32101
Change 3068321 on 2016/07/28 by Martin.Wilson
Export bone selection widgets so that other modules can use them
#Jira UE-30361
Change 3068316 on 2016/07/28 by Martin.Wilson
Expose Root Motion Mode
#jira UE-14431
Change 3068307 on 2016/07/28 by Benjamin.Hyder
Rebuilding lighting in QA-Materials
#jira UE-29618
Change 3068299 on 2016/07/28 by Benjamin.Hyder
Renaming TM_Noise to TM-Noise
#jira UE-29618
Change 3068285 on 2016/07/28 by Martin.Wilson
Remove option to clear compression on animation sequences
#jira UE-31957
Change 3068282 on 2016/07/28 by Benjamin.Hyder
Re-Saving QA-Materials to remove log spam
#jira UE-29618
Change 3068271 on 2016/07/28 by Martin.Wilson
Add check to highlight recursion issue caused by game code
#jira UE-31417
Change 3068259 on 2016/07/28 by Jamie.Dale
Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types
#jira UE-31709
Change 3068257 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068204 on 2016/07/28 by Nick.Darnell
Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.
Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.
UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.
#jira UE-33845
Change 3068197 on 2016/07/28 by Martin.Wilson
Fix abstract notify state classes showing up in create menu
#jira UE-33864
Fix copy paste notifies introducing cross animation references
#jira UE-32801
Change 3068183 on 2016/07/28 by Matthew.Griffin
Remove hard coded staging for Crash Reporter and use its receipt instead
#jira UE-33800
Change 3068097 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
#jira UE-22679
Change 3068074 on 2016/07/28 by Matthew.Griffin
Added DDC nodes to list of content/shader modifiers for notifications
Change 3068053 on 2016/07/28 by Jack.Porter
After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components
#jira UE-5335
Change 3068043 on 2016/07/28 by Jack.Porter
Fix crash in mobile preview when selecting objects during shader compilation
#jira UE-33862
Change 3068031 on 2016/07/28 by Gareth.Martin
Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
#jira UE-33708
Change 3068030 on 2016/07/28 by Gareth.Martin
Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
#jira UE-20476
Change 3068029 on 2016/07/28 by Gareth.Martin
Fixed landscape "continuous" sculpting not working in multiple viewports
- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
#jira UE-32347
Change 3068013 on 2016/07/28 by Thomas.Sarkanen
Added a tick dependency for slave components
Ensures that slave components always get ticked after master components.
Prevents potential main thread stall updating morph targets in slave components.
#jira UE-23045 - Slave components could benefit from a tick dependency on master components
Change 3068011 on 2016/07/28 by Thomas.Sarkanen
Added space bar as a shortcut to play/pause animation playback in Persona
#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause
Change 3068009 on 2016/07/28 by Thomas.Sarkanen
Multi-arg console commands now accept string commands with or without quotes
Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
Removed old legacy code designed to fix trailing string params not being parsed correctly.
Updated some NULLs to nullptr.
#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks
Change 3067854 on 2016/07/28 by Dmitriy.Dyomin
Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
#jira UE-33440
Change 3067831 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Landscape GrassType does not have the option to exclude Decals
#jira UE-26669
Change 3067826 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
Also fixed Replace foliage type case
#jira UE-32010
Change 3067824 on 2016/07/28 by Dmitriy.Dyomin
Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
#jira UE-24767
Change 3067794 on 2016/07/27 by Jack.Porter
Expose Lighting Channels to Foliage and Landscape Grass
#jira UE-32794
Change 3067782 on 2016/07/27 by Jack.Porter
Fixed crash on device when playing sounds when packaged using Android_Multi
#jira UE-31981
Change 3067760 on 2016/07/27 by Jack.Porter
Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target
#jira UE-11756
Change 3067748 on 2016/07/27 by Dmitry.Rekman
Linux: fix packaged projects not being runnable (UE-33608).
- Added a shell script to run the binary.
#jira UE-33608
(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3067512 on 2016/07/27 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements (first two items)
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
Unshelved from pending changelist '3065760 (UE4/Dev-VR)
-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
-Known issue: some tracker location popping during reconnect. I will try to fix that next.
#jira UEVR-13
#review-3066558 @chad.taylor
Change 3067511 on 2016/07/27 by Jeff.Fisher
Duplicating 3058093 (UE4/Dev-VR)
Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
#jira UEVR-13
Change 3067488 on 2016/07/27 by Ori.Cohen
Make the UI more clear for which physical animation is currently being editted.
#JIRA UE-33332
Change 3067481 on 2016/07/27 by Chris.Babcock
AAR support and updating libraries:
- Google Play Games native C++ SDK 2.1
- Google Play Services 9.2.0
- android-support-v4.jar 23.0.0
#jira UEPLAT-1251
#jira UE-19190
#ue4
#android
Change 3067478 on 2016/07/27 by Ori.Cohen
Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings
#JIRA UE-33276, UE-33331
Change 3067474 on 2016/07/27 by Ori.Cohen
Make it so property index comes in on reset of array value and duplication (From Matt.K)
#JIRA UE-33276
Change 3067457 on 2016/07/27 by Ori.Cohen
Fix currently highlighted text in physics profiles being copied over when chaing current profile
#JIRA UE-33282
Change 3067451 on 2016/07/27 by Ori.Cohen
Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain
#JIRA UE-32531
Change 3067443 on 2016/07/27 by Ori.Cohen
Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
Mark the component as experimental and only expose valid functions into construction script
#JIRA UE-33656
Change 3067439 on 2016/07/27 by Ori.Cohen
Added more logging info for potential fixed framerate negative delta time crash
#JIRA UE-32219
Change 3067348 on 2016/07/27 by mason.seay
Updating map to have hit events test.
#jira UE-29618
Change 3067342 on 2016/07/27 by Mitchell.Wilson
Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
#jira UE-15698
Change 3067332 on 2016/07/27 by Dmitry.Rekman
Fix for libstdc++ problems (UE-33584).
#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.
#JIRA UE-33584
(Redoing CL 3065551 from Dev-Platform).
Change 3067262 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly
#tests: PIE/compile editor build/noneditor
#jira: UE-33477
Change 3067228 on 2016/07/27 by Lina.Halper
This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.
#jira: UE-29880
Change 3067168 on 2016/07/27 by Lina.Halper
DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
#jira: UE-33454
Change 3067162 on 2016/07/27 by Lina.Halper
pose asset source animation/animation asset preview pose now have proper skeleton filter
#jira: UE-32607
Change 3067160 on 2016/07/27 by Lina.Halper
Fix issue with preview curve not working when no asset
#jira: UE-33402
Change 3067138 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3067129 on 2016/07/27 by Lina.Halper
DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
#tests: Jump_Recovery_Additive, PIE
#jira: UE-33477
Change 3067128 on 2016/07/27 by Michael.Trepka
Copy of CL 3062046
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS
#jira UE-33683
Change 3067104 on 2016/07/27 by Lina.Halper
DUPEFIX: Support different samplerate for reimport with set range
#jira: UE-16027
Change 3067093 on 2016/07/27 by Lina.Halper
DUPE FIX: Fix baking is applied twice in the new created animation
#jira: UE-31120
Change 3067088 on 2016/07/27 by Lina.Halper
Fix issues with rename/delete of the curves
#jira: UE-33663, UE-33730, UE-33661, UE-33662
Change 3066795 on 2016/07/27 by Mark.Satterthwaite
Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
#jira UE-33778
Change 3066788 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3066338:
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066786 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3064743:
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira UE-33827
#jira FORT-27685
Change 3066768 on 2016/07/27 by samuel.proctor
Updated child blueprint used for profiler testing
#jira UE-29618
Change 3066733 on 2016/07/27 by samuel.proctor
Refreshed broken node in profiler test asset
#jira UE-29618
Change 3066670 on 2016/07/27 by Sam.Deiter
#Jira UEDOC-3139 Adding the blending tool tip images.
Change 3066669 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063329:
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3066668 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063327:
Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
#jira UE-32068
Change 3066625 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3062160:
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3066624 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063328:
Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
#jira UE-33820
Change 3066589 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3060590 to fix UE-33819:
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
#jira UE-33819
Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed Reset to default not updating when selecting new assets
#jira UE-33817
Change 3066509 on 2016/07/27 by mason.seay
Phys material needed for TM-SliceProcMesh
#jira UE-29618
Change 3066500 on 2016/07/27 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3066499 on 2016/07/27 by Jurre.deBaare
Map build should not generate empty HLOD folder in Editor
#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
#jira UE-29564
Change 3066498 on 2016/07/27 by Jurre.deBaare
HLOD outliner drag and drop operation can cause log spam
#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
#jira UE-32106
Change 3066485 on 2016/07/27 by Alan.Noon
Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
#jira UE-30564
Change 3066470 on 2016/07/27 by mason.seay
Test map and updating blueprint for slicing proc mesh
#jira UE-29618
Change 3066367 on 2016/07/27 by Matthew.Griffin
Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main
Change 3066337 on 2016/07/27 by Matthew.Griffin
Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39
Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive
Change 3066158 on 2016/07/27 by Ben.Marsh
Reverting assets causing warning, via integration from //UE4/Main.
Change 3065651 on 2016/07/26 by Ben.Marsh
Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14
Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.
Change 3065650 on 2016/07/26 by Ben.Marsh
Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04
Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor
Change 3065649 on 2016/07/26 by Ben.Marsh
Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer
#jira UE-33569
Change 3065308 on 2016/07/26 by Ben.Marsh
Fix failure to parse EC settings for 4.13 branch.
Change 3065235 on 2016/07/26 by Ben.Marsh
Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.
[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
}
// Add the final list of imports and get dependencies
foreach ( string Line in ImportList . Split ( '\n' ) )
{
string Trimmed = Line . Trim ( ' ' , '\r' ) ;
if ( Trimmed . StartsWith ( "repository " ) )
{
string DirectoryPath = Trimmed . Substring ( 11 ) . Trim ( ' ' ) . TrimEnd ( '/' , '\\' ) ;
DirectoryPath = DirectoryPath . Replace ( "$(ENGINEDIR)" , EngineDir ) ;
DirectoryPath = DirectoryPath . Replace ( "$(ANDROID_HOME)" , AndroidHome ) ;
DirectoryPath = DirectoryPath . Replace ( '\\' , Path . DirectorySeparatorChar ) . Replace ( '/' , Path . DirectorySeparatorChar ) ;
AARHandler . AddRepository ( DirectoryPath ) ;
}
else if ( Trimmed . StartsWith ( "repositories " ) )
{
string DirectoryPath = Trimmed . Substring ( 13 ) . Trim ( ' ' ) . TrimEnd ( '/' , '\\' ) ;
DirectoryPath = DirectoryPath . Replace ( "$(ENGINEDIR)" , EngineDir ) ;
DirectoryPath = DirectoryPath . Replace ( "$(ANDROID_HOME)" , AndroidHome ) ;
DirectoryPath = DirectoryPath . Replace ( '\\' , Path . DirectorySeparatorChar ) . Replace ( '/' , Path . DirectorySeparatorChar ) ;
AARHandler . AddRepositories ( DirectoryPath , "m2repository" ) ;
}
else
{
string [ ] Sections = Trimmed . Split ( ',' ) ;
if ( Sections . Length = = 3 )
{
string PackageName = Sections [ 0 ] . Trim ( ' ' ) ;
string BaseName = Sections [ 1 ] . Trim ( ' ' ) ;
string Version = Sections [ 2 ] . Trim ( ' ' ) ;
Log . TraceInformation ( "AARImports: {0}, {1}, {2}" , PackageName , BaseName , Version ) ;
2017-06-16 20:17:59 -04:00
AARHandler . AddNewAAR ( PackageName , BaseName , Version , HandleDependencies ) ;
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
Change 3072915 on 2016/08/01 by Nick.Whiting
Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh
#jira UE-34044
Change 3072891 on 2016/08/01 by Nick.Whiting
Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers
#jira UE-33579
Change 3072885 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
Continued - adding missing file.
#jira UE-32876
Change 3072869 on 2016/08/01 by Ori.Cohen
Fix CIS
#jira UE-3402
Change 3072862 on 2016/08/01 by Josh.Adams
- Fixed case issue for Linux
#jira UE-34020
Change 3072818 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
#jira UE-32876
Change 3072756 on 2016/08/01 by John.Billon
Fixed crash when setting a composite texture on a render target cube.
#Jira UE-33885
Change 3072755 on 2016/08/01 by John.Billon
Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
#Jira UE-33574
Change 3072753 on 2016/08/01 by John.Billon
Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
#Jira UE-32565
#Jira UE-29528
Change 3072665 on 2016/08/01 by Ben.Marsh
Fix parse errors in BuildGraph example script.
Change 3072664 on 2016/08/01 by Mike.Beach
Mirrors CL 3072620 from Dev-Blueprints.
Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.
#jira UE-29631
Change 3072656 on 2016/08/01 by Mike.Beach
Mirrors CL 3072614 from Dev-Blueprints.
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
Change 3072649 on 2016/08/01 by Mike.Beach
Mirrors CL 3071292 from Dev-Blueprints.
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072568 on 2016/08/01 by Phillip.Kavan
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).
#jira UE-32780
Change 3072565 on 2016/08/01 by Rolando.Caloca
UE4.13 - More info to track down crash with missing Primitive uniform buffer
#jira UE-33418
Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt
Fix hovering broken in the details panel
#jira UE-20903
Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt
Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable
#jira UE-20903
Change 3072479 on 2016/08/01 by Ori.Cohen
Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision
#JIRA UE-34023
Change 3072438 on 2016/08/01 by Chris.Wood
Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
[UE-33943] - Crash Report Client window not opening in a packaged build
#jira UE-33943
#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher
Change 3072360 on 2016/08/01 by Chris.Babcock
Enable Google Play Games for ARM64 on Android
#jira UE-34031
#ue4
#android
Change 3072337 on 2016/08/01 by Mitchell.Wilson
Saving multiple files from VR template to resolve empty engine version warnings.
#jira UE-33937
Change 3072302 on 2016/08/01 by Lina.Halper
Fix issue where weight doesn't update correctly while updating list
#jira: UE-33023
Change 3072250 on 2016/08/01 by Lina.Halper
Add error message when rename failed
#jira: UE-33661
Change 3072103 on 2016/08/01 by Lina.Halper
- Undid previous propagating change of morphtarget - Refresh function
- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size
#code review: Rolando.Caloca
#jira: UE-33923
Change 3072062 on 2016/08/01 by Jurre.deBaare
Static Mesh Editor and Persona viewport are very dark
#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
#jira UE-33945
Change 3072061 on 2016/08/01 by Jurre.deBaare
Incorrect importing of morph target weights when setting the percentage bases option on import
#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
#jira UE-34003
Change 3072052 on 2016/08/01 by Chris.Babcock
Vulkan extension fixes for Android
#jira UE-32943
#ue4
#android
Change 3072039 on 2016/08/01 by Mitchell.Wilson
Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
#jira UE-33843
Change 3072003 on 2016/08/01 by Rob.Cannaday
Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
#jira UE-34008
Change 3071942 on 2016/08/01 by Matthew.Griffin
Adding feature pack for TP_VirtualRealityBP
Change 3071937 on 2016/08/01 by Max.Chen
Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.
#jira UE-32918
Change 3071932 on 2016/08/01 by Dmitry.Rekman
Linux: fix launch on (UE-33934)
#tests Tested launching on a native host.
#jira UE-33934
(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3071926 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed exponential slowdown when restoring selection states
#jira UE-33918
Change 3071917 on 2016/08/01 by Mitchell.Wilson
Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
#jira UE-15196
Change 3071914 on 2016/08/01 by Allan.Bentham
Fix for incorrect feature level when using networked PIE.
#jira UE-25807
Change 3071894 on 2016/08/01 by Andrew.Rodham
Sequence Recorder: CIS fix
#jira UE-31277
Change 3071884 on 2016/08/01 by phillip.patterson
Updated UMG_Invalidation.uasset to Include Combo Box Test
#jira UE-29618
Change 3071869 on 2016/08/01 by Mitchell.Wilson
Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
#jira UE-33714
Change 3071868 on 2016/08/01 by phillip.patterson
Added UMG_Invalidation.uasset for a test case
#jira UE-29618
Change 3071855 on 2016/08/01 by Jurre.deBaare
Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
#fix Recompiled zlib to be correct debug version
#jira UE-27576
Change 3071853 on 2016/08/01 by Jurre.deBaare
Fix issue with debug asserts not compiling correctly
#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
#jira UE-33989
Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt
Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue.
#jira UE-33013
Change 3071849 on 2016/08/01 by Tom.Looman
Resaved content files with engine version for VR Template
#jira ue-33325
Change 3071822 on 2016/08/01 by Mitchell.Wilson
Adding crosshair to WeapLauncher when not sighted in.
#jira UE-30617
Change 3071798 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed various issues to do with recording attached components
There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.
#jira UE-30574
#jira UE-31277
Change 3071789 on 2016/08/01 by Tom.Looman
Fixed warning of missing gamemode in VR Template.
#jira ue-33325
Change 3071787 on 2016/08/01 by Mitchell.Wilson
Cleared material interface on Neutral.uasset to resolve a warning.
#jira UE-33957
Change 3071784 on 2016/08/01 by Robert.Manuszewski
Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.
#jira UE-33692
#jira UE-33814
Change 3071746 on 2016/08/01 by Tom.Looman
Added config.ini for Feature Pack creation to VR Template
#jira ue-33325
Change 3071694 on 2016/08/01 by Robert.Manuszewski
Fixing crash after opening edit config data for remote build then packaging
#jira UE-33719
Change 3071660 on 2016/08/01 by Dmitriy.Dyomin
Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
#jira UE-30104
Change 3071657 on 2016/08/01 by Matthew.Griffin
Excluded TP_VirtualRealityBP Template from Mac Binary builds.
Change 3071651 on 2016/08/01 by Tom.Looman
Removed config.ini ref from content.txt
#jira UE-33325
Change 3071645 on 2016/08/01 by Jurre.deBaare
Merge Actor Tool missing option to deselect Export Specific LOD
#fix Added the ability to export a specific LOD or all LODs for the selected objects
#jira UE-33100
Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
#jira UE-29976
Change 3071608 on 2016/08/01 by Thomas.Sarkanen
Bringing hitch tracking fix over from Orion.
Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs
#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)
Change 3071606 on 2016/08/01 by Matthew.Griffin
Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
#jira UE-33959
Change 3071584 on 2016/08/01 by Matthew.Griffin
Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
#jira UE-23720
Change 3071479 on 2016/07/31 by Dmitriy.Dyomin
Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
Merged from Dev-Mobile CL# 3057039
#jira UE-32774
Change 3071478 on 2016/07/31 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3071282 on 2016/07/30 by Max.Chen
Cine Camera Actor: CIS fix
#jira UE-33805
Change 3071272 on 2016/07/30 by Max.Chen
Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.
#jira UE-33805
Change 3071229 on 2016/07/30 by Ben.Marsh
Fix static analysis warning.
Change 3071077 on 2016/07/29 by Max.Chen
Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.
#jira UE-33432
Change 3071076 on 2016/07/29 by Max.Chen
Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.
#jira UE-33078
Change 3071070 on 2016/07/29 by Max.Chen
Sequence Recorder: Record actors as possessables
Added GetWorld() check when resolving bindings in case the world is being torn down.
Copy from Dev-Sequencer
#jira UE-33969
Change 3071069 on 2016/07/29 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
Change 3071058 on 2016/07/29 by Max.Chen
Sequencer: Tweak track colors
Audio track brighter
Transform, bool, event tracks less saturated
Recording subsection more saturated
Fade track gradient
Copy from Dev-Sequencer
#jira UE-33968
Change 3071057 on 2016/07/29 by Max.Chen
Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.
Copy from Dev-Sequencer
#jira UE-33967
Change 3071004 on 2016/07/29 by Lauren.Ridge
Fix for crash on color picker summon due to null SWindow #rb chris.gagnon
#jira UE-33966
Change 3070956 on 2016/07/29 by Chris.Babcock
Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
#jira UE-33607
#ue4
#android
Change 3070807 on 2016/07/29 by Nick.Darnell
Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.
#jira UE-30481
Change 3070779 on 2016/07/29 by Rob.Cannaday
Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
#jira UE-33922
Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#jira UE-33914
Change 3070764 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278. (resubmitted as edit)
#jira UE-20581
Change 3070757 on 2016/07/29 by Nick.Darnell
Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.
#jira UE-33450
Change 3070741 on 2016/07/29 by Phillip.Kavan
Back out previous submit (forgot to convert to edit).
#jira UE-20581
Change 3070737 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278.
#jira UE-20581
Change 3070695 on 2016/07/29 by Ryan.Vance
#jira UE-32145
We were using the wrong texture format for the rift ogl bridge.
Removed derived ogl bridge destructor to fix assert.
Based on CL 3069701 from Oculus
Change 3070632 on 2016/07/29 by Mitchell.Wilson
Rebuilt lighting for SubwaySequencer
#jira UE-33564
Change 3070620 on 2016/07/29 by Chris.Babcock
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3070586 on 2016/07/29 by phillip.patterson
Updating Sequencer_Focus for test case
#jira UE-29618
Change 3070539 on 2016/07/29 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)
#jira UE-33463
Change 3070538 on 2016/07/29 by Mitchell.Wilson
Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
#jira UE-29730
Change 3070467 on 2016/07/29 by Lauren.Ridge
Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker
#jira UE-33920
#jira UE-33769
Change 3070460 on 2016/07/29 by Lauren.Ridge
Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker
#jira UE-32413
Change 3070455 on 2016/07/29 by Lauren.Ridge
Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker
#jira UE-33635
Change 3070404 on 2016/07/29 by John.Pollard
Fix: Console command "Open" crashes with dedicated server settings
#jira UE-32511
Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt
Fix incorrect tooltip for the lerp instruction in the material editor
#jira UE-33896
Change 3070376 on 2016/07/29 by Ryan.Vance
#jira UEVR-32
Support base and neo multi-view vertex shaders on ps4.
Compile both base and neo versions of the multi-view enabled vertex shaders.
Pack them together in the resulting shader code.
Unpack them and load the correct version when creating the vertex shader instance.
Change 3070345 on 2016/07/29 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3070315 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3070314 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3070272 on 2016/07/29 by Jon.Nabozny
Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.
#jira UE-33944
Change 3070235 on 2016/07/29 by Mitchell.Wilson
Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
#jira UE-32742
Change 3070221 on 2016/07/29 by Jurre.deBaare
HLOD: The forced viewing level slider does not stay in sync after building a cluster
#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
#jira UE-32187
Change 3070218 on 2016/07/29 by Jurre.deBaare
HLOD: Shadow logic in ALODActor is messed up
#fix Moved shadow determination logic
#jira UE-31753
Change 3070212 on 2016/07/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
#jira UE-30384
Change 3070176 on 2016/07/29 by Jurre.deBaare
Some post processing features in Preview Scene Settings do not update immediately
#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
#jira UE-33895
Change 3070175 on 2016/07/29 by Jurre.deBaare
Static Mesh Editor does not display Vertex Colors in Lit mode
#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
#jira UE-32977
Change 3070163 on 2016/07/29 by Chris.Wood
Changed log warnings to info when WinSAT assessment unavailable
[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
#jira UE-30198
trivial change
Change 3070154 on 2016/07/29 by Matthew.Griffin
Removed exceptions for IOS .a files now we are building code projects
Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
#jira UE-33868
Change 3070124 on 2016/07/29 by Alex.Delesky
#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.
Change 3070060 on 2016/07/29 by Chris.Wood
Fixed command line argument saved to crash reports and used to restart crash processes
[UE-30665] - CrashReporterClient send and restart does not reopen the project
#jira UE-30665
trivial re-add of a line lost in a confusing merge.
Change 3070035 on 2016/07/29 by Allan.Bentham
Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
Allows device profiles to disable vulkan and/or ES3.1.
#jira UE-33379
Change 3070027 on 2016/07/29 by Tom.Looman
Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)
#jira UE-33325
Change 3070009 on 2016/07/29 by James.Golding
Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
#jira UE-32395
Change 3070007 on 2016/07/29 by James.Golding
Fix highlight when searching Anim Curves
#jira UE-33073
Change 3070002 on 2016/07/29 by James.Golding
Fix complex collision drawing in StaticMesh Editor
#jira UE-33062
Change 3069998 on 2016/07/29 by Jon.Nabozny
Fix AShooterCharacter heavy breathing even when running but not moving.
#jira UE-32398
Change 3069980 on 2016/07/29 by James.Golding
Add UV support to ProcMeshComp collision
Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
Move ProceduralMeshComponent out of 'experimental'
#jira UE-29850, UE-33003
Change 3069970 on 2016/07/29 by James.Golding
Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
#jira UE-32819
Change 3069969 on 2016/07/29 by Andrew.Porter
Adding movie test content to NotForLicensee.
#jira UE-29618
Change 3069962 on 2016/07/29 by Chris.Wood
Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
#jira UE-31820
Affects Core and CrashReportClient.
Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
Added project-specific values to engine config with defaults set in BaseEngine.ini.
Added overrides to Orion config.
Change 3069908 on 2016/07/29 by Jurre.deBaare
Saving assets with UGS build, fixes build warnings
#jira UE-123
Change 3069889 on 2016/07/29 by Jurre.deBaare
Build fix for -game builds (missing WITH_EDITOR ifdef)
#jira UE-123
Change 3069877 on 2016/07/29 by Allan.Bentham
Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
Fixed issue that prevented settings editor saving out array property changes.
#jira UE-33379
Change 3069872 on 2016/07/29 by Jurre.deBaare
Added option to disable post processing option in preview scene
Inverted normals on the sky sphere (asset change)
Bad performance when changing (slider) values for the advanced preview scene
#fix Small optimizations and now only save the data on closing of the preview scene tab
#jira UE-33496
Persona floor offset not being correct
#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
#jira UE-32278
Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
#fix I will now hide the environment and O the floor
#jira UE-33498
Directional light rotation not saved with advanced preview scene profiles
#fix Now does :)
#jira UE-33619
Change 3069838 on 2016/07/29 by Luke.Thatcher
Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
#jira UE-33671
Change 3069440 on 2016/07/28 by patrickr.donovan
#jira UE-29618
Test content for AA and materials with tessellation enabled and absolute world position material function.
Change 3069148 on 2016/07/28 by Lina.Halper
Morphtarget deletion crash
#jira: UE-33851
#code review: Roalndo.caloca
Change 3069144 on 2016/07/28 by Michael.Trepka
Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj
#jira UE-31863
Change 3069021 on 2016/07/28 by Dmitry.Rekman
Linux: a number of small fixes from pull requests.
- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)
#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes.
#jira UE-24848
#jira UE-27742
#jira UE-27894
#jira UE-29781
#jira UE-30452
(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3068867 on 2016/07/28 by Mike.Fricker
Mesh Paint: Fixed various bugs
- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)
#jira UE-33554
#jira UE-33550
#jira UE-33551
#jira UE-33621
Change 3068758 on 2016/07/28 by Mitchell.Wilson
Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
#jira UE-33684
Change 3068733 on 2016/07/28 by Ori.Cohen
Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)
#JIRA UE-32630
Change 3068713 on 2016/07/28 by Lina.Halper
#Checking in Benn G's fix
Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).
#jira UE-33633
#code review: Benn.Gallagher
Change 3068580 on 2016/07/28 by John.Pollard
Disable hot reloading when using single process MP PIE
Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players
#jira UE-30516
Change 3068550 on 2016/07/28 by Jurre.deBaare
Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
#jira UE-31886
Change 3068549 on 2016/07/28 by Jurre.deBaare
Merged static meshes stop reaction to the Trace Complex on Move flag.
#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
#jira UE-30403
Change 3068548 on 2016/07/28 by Jurre.deBaare
Merge Actor tool can no longer merge just materials for an actor
#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
#jira UE-32797
Change 3068547 on 2016/07/28 by Jurre.deBaare
Make sure the advanced preview scene tab is shown by default
#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
#jira UE-33499
Change 3068546 on 2016/07/28 by Jurre.deBaare
Textures created from generating proxy meshes have incorrect compression format on tooltip
#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
#jira UE-30365
Change 3068543 on 2016/07/28 by Danny.Bouimad
#jira UE-29618
Made useability changes to the Phsyical Animation Profile Map
Change 3068407 on 2016/07/28 by Mitchell.Wilson
Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
#jira UE-33684
Change 3068403 on 2016/07/28 by Ben.Marsh
Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.
#jira UE-33459
Change 3068358 on 2016/07/28 by Martin.Wilson
Set default compression to NoClear as None is not a valid compression
#jira UE-31958
Change 3068346 on 2016/07/28 by Benjamin.Hyder
Updating TM-ContactShadows to include static meshes
#jira UE-29618
Change 3068336 on 2016/07/28 by Martin.Wilson
Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).
#jira UE-32101
Change 3068321 on 2016/07/28 by Martin.Wilson
Export bone selection widgets so that other modules can use them
#Jira UE-30361
Change 3068316 on 2016/07/28 by Martin.Wilson
Expose Root Motion Mode
#jira UE-14431
Change 3068307 on 2016/07/28 by Benjamin.Hyder
Rebuilding lighting in QA-Materials
#jira UE-29618
Change 3068299 on 2016/07/28 by Benjamin.Hyder
Renaming TM_Noise to TM-Noise
#jira UE-29618
Change 3068285 on 2016/07/28 by Martin.Wilson
Remove option to clear compression on animation sequences
#jira UE-31957
Change 3068282 on 2016/07/28 by Benjamin.Hyder
Re-Saving QA-Materials to remove log spam
#jira UE-29618
Change 3068271 on 2016/07/28 by Martin.Wilson
Add check to highlight recursion issue caused by game code
#jira UE-31417
Change 3068259 on 2016/07/28 by Jamie.Dale
Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types
#jira UE-31709
Change 3068257 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068204 on 2016/07/28 by Nick.Darnell
Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.
Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.
UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.
#jira UE-33845
Change 3068197 on 2016/07/28 by Martin.Wilson
Fix abstract notify state classes showing up in create menu
#jira UE-33864
Fix copy paste notifies introducing cross animation references
#jira UE-32801
Change 3068183 on 2016/07/28 by Matthew.Griffin
Remove hard coded staging for Crash Reporter and use its receipt instead
#jira UE-33800
Change 3068097 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
#jira UE-22679
Change 3068074 on 2016/07/28 by Matthew.Griffin
Added DDC nodes to list of content/shader modifiers for notifications
Change 3068053 on 2016/07/28 by Jack.Porter
After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components
#jira UE-5335
Change 3068043 on 2016/07/28 by Jack.Porter
Fix crash in mobile preview when selecting objects during shader compilation
#jira UE-33862
Change 3068031 on 2016/07/28 by Gareth.Martin
Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
#jira UE-33708
Change 3068030 on 2016/07/28 by Gareth.Martin
Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
#jira UE-20476
Change 3068029 on 2016/07/28 by Gareth.Martin
Fixed landscape "continuous" sculpting not working in multiple viewports
- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
#jira UE-32347
Change 3068013 on 2016/07/28 by Thomas.Sarkanen
Added a tick dependency for slave components
Ensures that slave components always get ticked after master components.
Prevents potential main thread stall updating morph targets in slave components.
#jira UE-23045 - Slave components could benefit from a tick dependency on master components
Change 3068011 on 2016/07/28 by Thomas.Sarkanen
Added space bar as a shortcut to play/pause animation playback in Persona
#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause
Change 3068009 on 2016/07/28 by Thomas.Sarkanen
Multi-arg console commands now accept string commands with or without quotes
Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
Removed old legacy code designed to fix trailing string params not being parsed correctly.
Updated some NULLs to nullptr.
#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks
Change 3067854 on 2016/07/28 by Dmitriy.Dyomin
Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
#jira UE-33440
Change 3067831 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Landscape GrassType does not have the option to exclude Decals
#jira UE-26669
Change 3067826 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
Also fixed Replace foliage type case
#jira UE-32010
Change 3067824 on 2016/07/28 by Dmitriy.Dyomin
Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
#jira UE-24767
Change 3067794 on 2016/07/27 by Jack.Porter
Expose Lighting Channels to Foliage and Landscape Grass
#jira UE-32794
Change 3067782 on 2016/07/27 by Jack.Porter
Fixed crash on device when playing sounds when packaged using Android_Multi
#jira UE-31981
Change 3067760 on 2016/07/27 by Jack.Porter
Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target
#jira UE-11756
Change 3067748 on 2016/07/27 by Dmitry.Rekman
Linux: fix packaged projects not being runnable (UE-33608).
- Added a shell script to run the binary.
#jira UE-33608
(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3067512 on 2016/07/27 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements (first two items)
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
Unshelved from pending changelist '3065760 (UE4/Dev-VR)
-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
-Known issue: some tracker location popping during reconnect. I will try to fix that next.
#jira UEVR-13
#review-3066558 @chad.taylor
Change 3067511 on 2016/07/27 by Jeff.Fisher
Duplicating 3058093 (UE4/Dev-VR)
Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
#jira UEVR-13
Change 3067488 on 2016/07/27 by Ori.Cohen
Make the UI more clear for which physical animation is currently being editted.
#JIRA UE-33332
Change 3067481 on 2016/07/27 by Chris.Babcock
AAR support and updating libraries:
- Google Play Games native C++ SDK 2.1
- Google Play Services 9.2.0
- android-support-v4.jar 23.0.0
#jira UEPLAT-1251
#jira UE-19190
#ue4
#android
Change 3067478 on 2016/07/27 by Ori.Cohen
Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings
#JIRA UE-33276, UE-33331
Change 3067474 on 2016/07/27 by Ori.Cohen
Make it so property index comes in on reset of array value and duplication (From Matt.K)
#JIRA UE-33276
Change 3067457 on 2016/07/27 by Ori.Cohen
Fix currently highlighted text in physics profiles being copied over when chaing current profile
#JIRA UE-33282
Change 3067451 on 2016/07/27 by Ori.Cohen
Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain
#JIRA UE-32531
Change 3067443 on 2016/07/27 by Ori.Cohen
Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
Mark the component as experimental and only expose valid functions into construction script
#JIRA UE-33656
Change 3067439 on 2016/07/27 by Ori.Cohen
Added more logging info for potential fixed framerate negative delta time crash
#JIRA UE-32219
Change 3067348 on 2016/07/27 by mason.seay
Updating map to have hit events test.
#jira UE-29618
Change 3067342 on 2016/07/27 by Mitchell.Wilson
Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
#jira UE-15698
Change 3067332 on 2016/07/27 by Dmitry.Rekman
Fix for libstdc++ problems (UE-33584).
#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.
#JIRA UE-33584
(Redoing CL 3065551 from Dev-Platform).
Change 3067262 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly
#tests: PIE/compile editor build/noneditor
#jira: UE-33477
Change 3067228 on 2016/07/27 by Lina.Halper
This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.
#jira: UE-29880
Change 3067168 on 2016/07/27 by Lina.Halper
DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
#jira: UE-33454
Change 3067162 on 2016/07/27 by Lina.Halper
pose asset source animation/animation asset preview pose now have proper skeleton filter
#jira: UE-32607
Change 3067160 on 2016/07/27 by Lina.Halper
Fix issue with preview curve not working when no asset
#jira: UE-33402
Change 3067138 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3067129 on 2016/07/27 by Lina.Halper
DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
#tests: Jump_Recovery_Additive, PIE
#jira: UE-33477
Change 3067128 on 2016/07/27 by Michael.Trepka
Copy of CL 3062046
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS
#jira UE-33683
Change 3067104 on 2016/07/27 by Lina.Halper
DUPEFIX: Support different samplerate for reimport with set range
#jira: UE-16027
Change 3067093 on 2016/07/27 by Lina.Halper
DUPE FIX: Fix baking is applied twice in the new created animation
#jira: UE-31120
Change 3067088 on 2016/07/27 by Lina.Halper
Fix issues with rename/delete of the curves
#jira: UE-33663, UE-33730, UE-33661, UE-33662
Change 3066795 on 2016/07/27 by Mark.Satterthwaite
Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
#jira UE-33778
Change 3066788 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3066338:
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066786 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3064743:
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira UE-33827
#jira FORT-27685
Change 3066768 on 2016/07/27 by samuel.proctor
Updated child blueprint used for profiler testing
#jira UE-29618
Change 3066733 on 2016/07/27 by samuel.proctor
Refreshed broken node in profiler test asset
#jira UE-29618
Change 3066670 on 2016/07/27 by Sam.Deiter
#Jira UEDOC-3139 Adding the blending tool tip images.
Change 3066669 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063329:
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3066668 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063327:
Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
#jira UE-32068
Change 3066625 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3062160:
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3066624 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063328:
Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
#jira UE-33820
Change 3066589 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3060590 to fix UE-33819:
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
#jira UE-33819
Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed Reset to default not updating when selecting new assets
#jira UE-33817
Change 3066509 on 2016/07/27 by mason.seay
Phys material needed for TM-SliceProcMesh
#jira UE-29618
Change 3066500 on 2016/07/27 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3066499 on 2016/07/27 by Jurre.deBaare
Map build should not generate empty HLOD folder in Editor
#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
#jira UE-29564
Change 3066498 on 2016/07/27 by Jurre.deBaare
HLOD outliner drag and drop operation can cause log spam
#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
#jira UE-32106
Change 3066485 on 2016/07/27 by Alan.Noon
Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
#jira UE-30564
Change 3066470 on 2016/07/27 by mason.seay
Test map and updating blueprint for slicing proc mesh
#jira UE-29618
Change 3066367 on 2016/07/27 by Matthew.Griffin
Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main
Change 3066337 on 2016/07/27 by Matthew.Griffin
Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39
Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive
Change 3066158 on 2016/07/27 by Ben.Marsh
Reverting assets causing warning, via integration from //UE4/Main.
Change 3065651 on 2016/07/26 by Ben.Marsh
Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14
Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.
Change 3065650 on 2016/07/26 by Ben.Marsh
Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04
Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor
Change 3065649 on 2016/07/26 by Ben.Marsh
Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer
#jira UE-33569
Change 3065308 on 2016/07/26 by Ben.Marsh
Fix failure to parse EC settings for 4.13 branch.
Change 3065235 on 2016/07/26 by Ben.Marsh
Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.
[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
}
}
}
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return AARHandler ;
}
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private void PrepareJavaLibsForGradle ( string JavaLibsDir , string UnrealBuildGradlePath , string InMinSdkVersion , string InTargetSdkVersion , string CompileSDKVersion , string BuildToolsVersion , string NDKArch )
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{
StringBuilder SettingsGradleContent = new StringBuilder ( ) ;
StringBuilder ProjectDependencyContent = new StringBuilder ( ) ;
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SettingsGradleContent . AppendLine ( "rootProject.name='app'" ) ;
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SettingsGradleContent . AppendLine ( "include ':app'" ) ;
ProjectDependencyContent . AppendLine ( "dependencies {" ) ;
string [ ] LibDirs = Directory . GetDirectories ( JavaLibsDir ) ;
foreach ( string LibDir in LibDirs )
{
string RelativePath = Path . GetFileName ( LibDir ) ;
SettingsGradleContent . AppendLine ( string . Format ( "include ':{0}'" , RelativePath ) ) ;
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ProjectDependencyContent . AppendLine ( string . Format ( "\timplementation project(':{0}')" , RelativePath ) ) ;
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2021-02-02 17:21:35 -04:00
string GradleProjectPath = Path . Combine ( UnrealBuildGradlePath , RelativePath ) ;
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string GradleProjectMainPath = Path . Combine ( GradleProjectPath , "src" , "main" ) ;
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string ManifestFilename = Path . Combine ( LibDir , "AndroidManifest.xml" ) ;
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string GradleManifest = Path . Combine ( GradleProjectMainPath , "AndroidManifest.xml" ) ;
MakeDirectoryIfRequired ( GradleManifest ) ;
// Copy parts were they need to be
CleanCopyDirectory ( Path . Combine ( LibDir , "assets" ) , Path . Combine ( GradleProjectPath , "assets" ) ) ;
CleanCopyDirectory ( Path . Combine ( LibDir , "libs" ) , Path . Combine ( GradleProjectPath , "libs" ) ) ;
CleanCopyDirectory ( Path . Combine ( LibDir , "res" ) , Path . Combine ( GradleProjectMainPath , "res" ) ) ;
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// If our lib already has a src/main/java folder, don't put things into a java folder
string SrcDirectory = Path . Combine ( LibDir , "src" , "main" ) ;
if ( Directory . Exists ( Path . Combine ( SrcDirectory , "java" ) ) )
{
CleanCopyDirectory ( SrcDirectory , GradleProjectMainPath ) ;
}
else
{
CleanCopyDirectory ( Path . Combine ( LibDir , "src" ) , Path . Combine ( GradleProjectMainPath , "java" ) ) ;
}
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// Now generate a build.gradle from the manifest
StringBuilder BuildGradleContent = new StringBuilder ( ) ;
BuildGradleContent . AppendLine ( "apply plugin: 'com.android.library'" ) ;
BuildGradleContent . AppendLine ( "android {" ) ;
BuildGradleContent . AppendLine ( string . Format ( "\tcompileSdkVersion {0}" , CompileSDKVersion ) ) ;
BuildGradleContent . AppendLine ( "\tdefaultConfig {" ) ;
// Try to get the SDK target from the AndroidManifest.xml
string VersionCode = "" ;
string VersionName = "" ;
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string MinSdkVersion = InMinSdkVersion ;
string TargetSdkVersion = InTargetSdkVersion ;
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XDocument ManifestXML ;
if ( File . Exists ( ManifestFilename ) )
{
try
{
ManifestXML = XDocument . Load ( ManifestFilename ) ;
XAttribute VersionCodeAttr = ManifestXML . Root . Attribute ( XName . Get ( "versionCode" , "http://schemas.android.com/apk/res/android" ) ) ;
if ( VersionCodeAttr ! = null )
{
VersionCode = VersionCodeAttr . Value ;
}
XAttribute VersionNameAttr = ManifestXML . Root . Attribute ( XName . Get ( "versionName" , "http://schemas.android.com/apk/res/android" ) ) ;
if ( VersionNameAttr ! = null )
{
VersionName = VersionNameAttr . Value ;
}
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XElement ? UseSDKNode = null ;
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foreach ( XElement WorkNode in ManifestXML . Elements ( ) . First ( ) . Descendants ( "uses-sdk" ) )
{
UseSDKNode = WorkNode ;
XAttribute MinSdkVersionAttr = WorkNode . Attribute ( XName . Get ( "minSdkVersion" , "http://schemas.android.com/apk/res/android" ) ) ;
if ( MinSdkVersionAttr ! = null )
{
MinSdkVersion = MinSdkVersionAttr . Value ;
}
XAttribute TargetSdkVersionAttr = WorkNode . Attribute ( XName . Get ( "targetSdkVersion" , "http://schemas.android.com/apk/res/android" ) ) ;
if ( TargetSdkVersionAttr ! = null )
{
TargetSdkVersion = TargetSdkVersionAttr . Value ;
}
}
if ( UseSDKNode ! = null )
{
UseSDKNode . Remove ( ) ;
}
// rewrite the manifest if different
String NewManifestText = ManifestXML . ToString ( ) ;
String OldManifestText = "" ;
if ( File . Exists ( GradleManifest ) )
{
OldManifestText = File . ReadAllText ( GradleManifest ) ;
}
if ( NewManifestText ! = OldManifestText )
{
File . WriteAllText ( GradleManifest , NewManifestText ) ;
}
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}
catch ( Exception e )
{
Log . TraceError ( "AAR Manifest file {0} parsing error! {1}" , ManifestFilename , e ) ;
}
}
if ( VersionCode ! = "" )
{
BuildGradleContent . AppendLine ( string . Format ( "\t\tversionCode {0}" , VersionCode ) ) ;
}
if ( VersionName ! = "" )
{
BuildGradleContent . AppendLine ( string . Format ( "\t\tversionName \"{0}\"" , VersionName ) ) ;
}
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if ( MinSdkVersion ! = "" )
{
BuildGradleContent . AppendLine ( string . Format ( "\t\tminSdkVersion = {0}" , MinSdkVersion ) ) ;
}
if ( TargetSdkVersion ! = "" )
{
BuildGradleContent . AppendLine ( string . Format ( "\t\ttargetSdkVersion = {0}" , TargetSdkVersion ) ) ;
}
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BuildGradleContent . AppendLine ( "\t}" ) ;
BuildGradleContent . AppendLine ( "}" ) ;
string AdditionsGradleFilename = Path . Combine ( LibDir , "additions.gradle" ) ;
if ( File . Exists ( AdditionsGradleFilename ) )
{
string [ ] AdditionsLines = File . ReadAllLines ( AdditionsGradleFilename ) ;
foreach ( string LineContents in AdditionsLines )
{
BuildGradleContent . AppendLine ( LineContents ) ;
}
}
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// rewrite the build.gradle if different
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string BuildGradleFilename = Path . Combine ( GradleProjectPath , "build.gradle" ) ;
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String NewBuildGradleText = BuildGradleContent . ToString ( ) ;
String OldBuildGradleText = "" ;
if ( File . Exists ( BuildGradleFilename ) )
{
OldBuildGradleText = File . ReadAllText ( BuildGradleFilename ) ;
}
if ( NewBuildGradleText ! = OldBuildGradleText )
{
File . WriteAllText ( BuildGradleFilename , NewBuildGradleText ) ;
}
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}
ProjectDependencyContent . AppendLine ( "}" ) ;
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// Add any UPL settingsGradleAdditions
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SettingsGradleContent . Append ( UPL ! . ProcessPluginNode ( NDKArch , "settingsGradleAdditions" , "" ) ) ;
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string SettingsGradleFilename = Path . Combine ( UnrealBuildGradlePath , "settings.gradle" ) ;
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File . WriteAllText ( SettingsGradleFilename , SettingsGradleContent . ToString ( ) ) ;
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string ProjectsGradleFilename = Path . Combine ( UnrealBuildGradlePath , "app" , "projects.gradle" ) ;
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File . WriteAllText ( ProjectsGradleFilename , ProjectDependencyContent . ToString ( ) ) ;
}
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private void GenerateGradleAARImports ( string EngineDir , string UnrealBuildPath , List < string > NDKArches )
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{
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AndroidAARHandler AARHandler = CreateAARHandler ( EngineDir , UnrealBuildPath , NDKArches , false ) ;
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StringBuilder AARImportsContent = new StringBuilder ( ) ;
// Add repositories
AARImportsContent . AppendLine ( "repositories {" ) ;
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foreach ( string Repository in AARHandler . Repositories ! )
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{
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string RepositoryPath = Path . GetFullPath ( Repository ) . Replace ( '\\' , '/' ) ;
AARImportsContent . AppendLine ( "\tmaven { url uri('" + RepositoryPath + "') }" ) ;
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}
AARImportsContent . AppendLine ( "}" ) ;
// Add dependencies
AARImportsContent . AppendLine ( "dependencies {" ) ;
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foreach ( AndroidAARHandler . AndroidAAREntry Dependency in AARHandler . AARList ! )
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{
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AARImportsContent . AppendLine ( string . Format ( "\timplementation '{0}:{1}:{2}'" , Dependency . Filename , Dependency . BaseName , Dependency . Version ) ) ;
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}
AARImportsContent . AppendLine ( "}" ) ;
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string AARImportsFilename = Path . Combine ( UnrealBuildPath , "gradle" , "app" , "aar-imports.gradle" ) ;
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File . WriteAllText ( AARImportsFilename , AARImportsContent . ToString ( ) ) ;
}
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}
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}