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UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#if USE_ANDROID_LAUNCH
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Misc/App.h"
#include "Misc/OutputDeviceError.h"
#include "LaunchEngineLoop.h"
#include <string.h>
#include <pthread.h>
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
#include "Android/AndroidJNI.h"
#include "Android/AndroidEventManager.h"
#include "Android/AndroidInputInterface.h"
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
#include <android/log.h>
#include <cpu-features.h>
#include <android_native_app_glue.h>
#include <cstdio>
#include <sys/resource.h>
#include <sys/system_properties.h>
#include <dlfcn.h>
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
#include "Android/AndroidWindow.h"
#include "Android/AndroidApplication.h"
#include "Android/AndroidPlatformStackWalk.h"
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
#include "HAL/PlatformApplicationMisc.h"
#include "IHeadMountedDisplayModule.h"
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
#include "ISessionServicesModule.h"
#include "ISessionService.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Engine/Engine.h"
#include "HAL/PlatformFile.h"
#include "HAL/PlatformAffinity.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
#include "HAL/PlatformInput.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Modules/ModuleManager.h"
#include "IMessagingModule.h"
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
#include "Android/AndroidStats.h"
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
#include "MoviePlayer.h"
#include "PreLoadScreenManager.h"
#include "Misc/EmbeddedCommunication.h"
#include "Async/Async.h"
#include <jni.h>
#include <android/sensor.h>
// Function pointer for retrieving joystick events
// Function has been part of the OS since Honeycomb, but only appeared in the
// NDK in r19. Querying via dlsym allows its use without tying to the newest
// NDK.
typedef float(*GetAxesType)(const AInputEvent*, int32_t axis, size_t pointer_index);
static GetAxesType GetAxes = NULL;
// Define missing events for earlier NDKs
#if PLATFORM_ANDROID_NDK_VERSION < 140200
#define AMOTION_EVENT_AXIS_RELATIVE_X 27
#define AMOTION_EVENT_AXIS_RELATIVE_Y 28
#endif
#ifndef ANDROID_ALLOWCUSTOMTOUCHEVENT
#define ANDROID_ALLOWCUSTOMTOUCHEVENT 0
#endif
// List of default axes to query for each controller
// Ideal solution is to call out to Java and enumerate the list of axes.
static const int32_t AxisList[] =
{
AMOTION_EVENT_AXIS_X,
AMOTION_EVENT_AXIS_Y,
AMOTION_EVENT_AXIS_Z,
AMOTION_EVENT_AXIS_RX,
AMOTION_EVENT_AXIS_RY,
AMOTION_EVENT_AXIS_RZ,
//These are DPAD analogs
AMOTION_EVENT_AXIS_HAT_X,
AMOTION_EVENT_AXIS_HAT_Y,
};
// map of all supported keycodes
static TSet<uint32> MappedKeyCodes;
// map of always allowed keycodes
static TSet<uint32> AlwaysAllowedKeyCodes;
// List of always allowed keycodes
static const uint32 AlwaysAllowedKeyCodesList[] =
{
AKEYCODE_MENU,
AKEYCODE_BACK,
AKEYCODE_VOLUME_UP,
AKEYCODE_VOLUME_DOWN
};
// List of desired gamepad keycodes
static const uint32 ValidGamepadKeyCodesList[] =
{
AKEYCODE_BUTTON_A,
AKEYCODE_DPAD_CENTER,
AKEYCODE_BUTTON_B,
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
AKEYCODE_BUTTON_C,
AKEYCODE_BUTTON_X,
AKEYCODE_BUTTON_Y,
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
AKEYCODE_BUTTON_Z,
AKEYCODE_BUTTON_L1,
AKEYCODE_BUTTON_R1,
AKEYCODE_BUTTON_START,
AKEYCODE_MENU,
AKEYCODE_BUTTON_SELECT,
AKEYCODE_BACK,
AKEYCODE_BUTTON_THUMBL,
AKEYCODE_BUTTON_THUMBR,
AKEYCODE_BUTTON_L2,
AKEYCODE_BUTTON_R2,
AKEYCODE_DPAD_UP,
AKEYCODE_DPAD_DOWN,
AKEYCODE_DPAD_LEFT,
AKEYCODE_DPAD_RIGHT,
3002 // touchpad
};
// map of gamepad keycodes that should be passed forward
static TSet<uint32> ValidGamepadKeyCodes;
// -nostdlib means no crtbegin_so.o, so we have to provide our own __dso_handle and atexit()
// this is not needed now we are using stdlib (later NDK has more functionality we should keep)
#if 0
extern "C"
{
int atexit(void (*func)(void)) { return 0; }
extern void *__dso_handle __attribute__((__visibility__ ("hidden")));
void *__dso_handle;
}
#endif
int32 GAndroidEnableNativeResizeEvent = 0;
static FAutoConsoleVariableRef CVarEnableResizeNativeEvent(
TEXT("Android.EnableNativeResizeEvent"),
GAndroidEnableNativeResizeEvent,
TEXT("Whether native resize event is enabled on Android.\n")
TEXT(" 0: disabled (default)\n")
TEXT(" 1: enabled"),
ECVF_ReadOnly);
int32 GAndroidEnableMouse = 0;
static FAutoConsoleVariableRef CVarEnableMouse(
TEXT("Android.EnableMouse"),
GAndroidEnableMouse,
TEXT("Whether mouse support is enabled on Android.\n")
TEXT(" 0: disabled (default)\n")
TEXT(" 1: enabled"),
ECVF_ReadOnly);
int32 GAndroidEnableHardwareKeyboard = 0;
static FAutoConsoleVariableRef CVarEnableHWKeyboard(
TEXT("Android.EnableHardwareKeyboard"),
GAndroidEnableHardwareKeyboard,
TEXT("Whether hardware keyboard support is enabled on Android.\n")
TEXT(" 0: disabled (default)\n")
TEXT(" 1: enabled"),
ECVF_ReadOnly);
extern void AndroidThunkCpp_InitHMDs();
extern void AndroidThunkCpp_ShowConsoleWindow();
extern bool AndroidThunkCpp_VirtualInputIgnoreClick(int, int);
extern bool AndroidThunkCpp_IsVirtuaKeyboardShown();
extern bool AndroidThunkCpp_IsWebViewShown();
extern void AndroidThunkCpp_RestartApplication(const FString& IntentString);
// Base path for file accesses
extern FString GFilePathBase;
/** The global EngineLoop instance */
FEngineLoop GEngineLoop;
static bool bDidCompleteEngineInit = false;
bool GShowConsoleWindowNextTick = false;
static void AndroidProcessEvents(struct android_app* state);
//Event thread stuff
static void* AndroidEventThreadWorker(void* param);
// How often to process (read & dispatch) events, in seconds.
static const float EventRefreshRate = 1.0f / 20.0f;
// Name of the UE commandline append setprop
static constexpr char UECommandLineSetprop[] = "debug.ue.commandline";
//Android event callback functions
static int32_t HandleInputCB(struct android_app* app, AInputEvent* event); //Touch and key input events
static void OnAppCommandCB(struct android_app* app, int32_t cmd); //Lifetime events
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
static bool TryIgnoreClick(AInputEvent* event, size_t actionPointer);
bool GAllowJavaBackButtonEvent = false;
bool GHasInterruptionRequest = false;
bool GIsInterrupted = 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
// Set 'SustainedPerformanceMode' via cvar sink.
static TAutoConsoleVariable<int32> CVarEnableSustainedPerformanceMode(
TEXT("Android.EnableSustainedPerformanceMode"),
0,
TEXT("Enable sustained performance mode, if supported. (API >= 24 req. not supported by all devices.)\n")
TEXT(" 0: Disabled (default)\n")
TEXT(" 1: Enabled"),
ECVF_Default);
extern void AndroidThunkCpp_SetSustainedPerformanceMode(bool);
static void SetSustainedPerformanceMode()
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
static bool bSustainedPerformanceMode = false;
bool bIncomingSustainedPerformanceMode = CVarEnableSustainedPerformanceMode.GetValueOnAnyThread() != 0;
if(bSustainedPerformanceMode != bIncomingSustainedPerformanceMode)
{
bSustainedPerformanceMode = bIncomingSustainedPerformanceMode;
UE_LOG(LogAndroid, Log, TEXT("Setting sustained performance mode: %d"), (int32)bSustainedPerformanceMode);
AndroidThunkCpp_SetSustainedPerformanceMode(bSustainedPerformanceMode);
}
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
}
FAutoConsoleVariableSink CVarEnableSustainedPerformanceModeSink(FConsoleCommandDelegate::CreateStatic(&SetSustainedPerformanceMode));
// Event for coordinating pausing of the main and event handling threads to prevent background spinning
static FEvent* EventHandlerEvent = NULL;
// Wait for Java onCreate to complete before resume main init
static volatile bool GResumeMainInit = false;
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
volatile bool GEventHandlerInitialized = 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
// The event thread locks this whenever the window unavailable during early init, pause and resume.
FCriticalSection GAndroidWindowLock;
bool bReadyToProcessEvents = false;
void FPlatformMisc::UnlockAndroidWindow()
{
check(IsInGameThread());
check(FTaskGraphInterface::IsRunning());
UE_LOG(LogAndroid, Log, TEXT("Unlocking android HW window during preinit."));
bReadyToProcessEvents = true;
GAndroidWindowLock.Unlock();
}
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeResumeMainInit(JNIEnv* jenv, jobject thiz)
{
GResumeMainInit = true;
// now wait for event handler to be set up before returning
while (!GEventHandlerInitialized)
{
FPlatformProcess::Sleep(0.01f);
FPlatformMisc::MemoryBarrier();
}
}
static volatile bool GHMDsInitialized = false;
static TArray<IHeadMountedDisplayModule*> GHMDImplementations;
void InitHMDs()
{
if (FParse::Param(FCommandLine::Get(), TEXT("nohmd")) || FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
{
return;
}
// Get a list of plugins that implement this feature
GHMDImplementations = IModularFeatures::Get().GetModularFeatureImplementations<IHeadMountedDisplayModule>(IHeadMountedDisplayModule::GetModularFeatureName());
AndroidThunkCpp_InitHMDs();
while (!GHMDsInitialized)
{
FPlatformProcess::Sleep(0.01f);
FPlatformMisc::MemoryBarrier();
}
}
extern AAssetManager * AndroidThunkCpp_GetAssetManager();
static void InitCommandLine()
{
static const uint32 CMD_LINE_MAX = 16384u;
// initialize the command line to an empty string
FCommandLine::Set(TEXT(""));
AAssetManager* AssetMgr = AndroidThunkCpp_GetAssetManager();
AAsset* asset = AAssetManager_open(AssetMgr, TCHAR_TO_UTF8(TEXT("UECommandLine.txt")), AASSET_MODE_BUFFER);
if (nullptr != asset)
{
const void* FileContents = AAsset_getBuffer(asset);
int32 FileLength = AAsset_getLength(asset);
char CommandLine[CMD_LINE_MAX];
FileLength = (FileLength < CMD_LINE_MAX - 1) ? FileLength : CMD_LINE_MAX - 1;
memcpy(CommandLine, FileContents, FileLength);
CommandLine[FileLength] = '\0';
AAsset_close(asset);
// chop off trailing spaces
while (*CommandLine && isspace(CommandLine[strlen(CommandLine) - 1]))
{
CommandLine[strlen(CommandLine) - 1] = 0;
}
FCommandLine::Append(UTF8_TO_TCHAR(CommandLine));
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("APK Commandline: %s"), FCommandLine::Get());
}
// read in the command line text file from the sdcard if it exists
FString CommandLineFilePath = GFilePathBase + FString("/UnrealGame/") + (!FApp::IsProjectNameEmpty() ? FApp::GetProjectName() : FPlatformProcess::ExecutableName()) + FString("/UECommandLine.txt");
FILE* CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
if(CommandLineFile == NULL)
{
// if that failed, try the lowercase version
CommandLineFilePath = CommandLineFilePath.Replace(TEXT("UECommandLine.txt"), TEXT("uecommandline.txt"));
CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
}
if(CommandLineFile)
{
char CommandLine[CMD_LINE_MAX];
fgets(CommandLine, UE_ARRAY_COUNT(CommandLine) - 1, CommandLineFile);
fclose(CommandLineFile);
// chop off trailing spaces
while (*CommandLine && isspace(CommandLine[strlen(CommandLine) - 1]))
{
CommandLine[strlen(CommandLine) - 1] = 0;
}
// initialize the command line to an empty string
FCommandLine::Set(TEXT(""));
FCommandLine::Append(UTF8_TO_TCHAR(CommandLine));
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Override Commandline: %s"), FCommandLine::Get());
}
#if !UE_BUILD_SHIPPING
if (FString* ConfigRulesCmdLineAppend = FAndroidMisc::GetConfigRulesVariable(TEXT("cmdline")))
{
FCommandLine::Append(**ConfigRulesCmdLineAppend);
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("ConfigRules appended: %s"), **ConfigRulesCmdLineAppend);
}
char CommandLineSetpropAppend[CMD_LINE_MAX];
if (__system_property_get(UECommandLineSetprop, CommandLineSetpropAppend) > 0)
{
FCommandLine::Append(UTF8_TO_TCHAR(" "));
FCommandLine::Append(UTF8_TO_TCHAR(CommandLineSetpropAppend));
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("UE setprop appended: %s"), UTF8_TO_TCHAR(CommandLineSetpropAppend));
}
#endif
}
extern void AndroidThunkCpp_DismissSplashScreen();
//Called in main thread for native window resizing
static void OnNativeWindowResized(ANativeActivity* activity, ANativeWindow* window)
{
static int8_t cmd = APP_CMD_WINDOW_RESIZED;
struct android_app* app = (struct android_app *)activity->instance;
write(app->msgwrite, &cmd, sizeof(cmd));
}
//Main function called from the android entry point
int32 AndroidMain(struct android_app* state)
{
BootTimingPoint("AndroidMain");
FPlatformMisc::LowLevelOutputDebugString(TEXT("Entered AndroidMain()\n"));
// Force the first call to GetJavaEnv() to happen on the game thread, allowing subsequent calls to occur on any thread
FAndroidApplication::GetJavaEnv();
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// Set window format to 8888
ANativeActivity_setWindowFormat(state->activity, WINDOW_FORMAT_RGBA_8888);
// adjust the file descriptor limits to allow as many open files as possible
rlimit cur_fd_limit;
{
int result = getrlimit(RLIMIT_NOFILE, & cur_fd_limit);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Current fd limits: soft = %lld, hard = %lld"), result, cur_fd_limit.rlim_cur, cur_fd_limit.rlim_max);
}
{
rlimit new_limit = cur_fd_limit;
new_limit.rlim_cur = cur_fd_limit.rlim_max;
new_limit.rlim_max = cur_fd_limit.rlim_max;
int result = setrlimit(RLIMIT_NOFILE, &new_limit);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Setting fd limits: soft = %lld, hard = %lld"), result, new_limit.rlim_cur, new_limit.rlim_max);
}
{
int result = getrlimit(RLIMIT_NOFILE, & cur_fd_limit);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Current fd limits: soft = %lld, hard = %lld"), result, cur_fd_limit.rlim_cur, cur_fd_limit.rlim_max);
}
// setup joystick support
// r19 is the first NDK to include AMotionEvent_getAxisValue in the headers
// However, it has existed in the so since Honeycomb, query for the symbol
// to determine whether to try controller support
{
void* Lib = dlopen("libandroid.so",0);
if (Lib != NULL)
{
GetAxes = (GetAxesType)dlsym(Lib, "AMotionEvent_getAxisValue");
}
if (GetAxes != NULL)
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Controller interface supported\n"));
}
else
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Controller interface UNsupported\n"));
}
}
// setup key filtering
static const uint32 MAX_KEY_MAPPINGS(256);
uint32 KeyCodes[MAX_KEY_MAPPINGS];
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
uint32 NumKeyCodes = FPlatformInput::GetKeyMap(KeyCodes, nullptr, MAX_KEY_MAPPINGS);
for (int i = 0; i < NumKeyCodes; ++i)
{
MappedKeyCodes.Add(KeyCodes[i]);
}
const int AlwaysAllowedKeyCodesCount = sizeof(AlwaysAllowedKeyCodesList) / sizeof(uint32);
for (int i = 0; i < AlwaysAllowedKeyCodesCount; ++i)
{
AlwaysAllowedKeyCodes.Add(AlwaysAllowedKeyCodesList[i]);
}
const int ValidGamepadKeyCodeCount = sizeof(ValidGamepadKeyCodesList)/sizeof(uint32);
for (int i = 0; i < ValidGamepadKeyCodeCount; ++i)
{
ValidGamepadKeyCodes.Add(ValidGamepadKeyCodesList[i]);
}
// wait for java activity onCreate to finish
{
SCOPED_BOOT_TIMING("Wait for GResumeMainInit");
while (!GResumeMainInit)
{
FPlatformProcess::Sleep(0.01f);
FPlatformMisc::MemoryBarrier();
}
}
// read the command line file
InitCommandLine();
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Final commandline: %s\n"), FCommandLine::Get());
EventHandlerEvent = FPlatformProcess::GetSynchEventFromPool(false);
FPlatformMisc::LowLevelOutputDebugString(TEXT("Created sync event\n"));
FAppEventManager::GetInstance()->SetEventHandlerEvent(EventHandlerEvent);
// ready for onCreate to complete
GEventHandlerInitialized = true;
// Initialize file system access (i.e. mount OBBs, etc.).
// We need to do this really early for Android so that files in the
// OBBs and APK are found.
// Have to use a special initialize if using the PersistentStorageManager
IPlatformFile::GetPlatformPhysical().Initialize(nullptr, FCommandLine::Get());
{
SCOPED_BOOT_TIMING("Wait for GAndroidWindowLock.Lock()");
// wait for a valid window
// Lock GAndroidWindowLock to ensure no window destroy shenanigans occur between early phase of preinit and UnlockAndroidWindow
// Note: this is unlocked after Android's PlatformCreateDynamicRHI when the RHI is then able to process window changes.
// We don't wait for all of preinit to complete as PreLoadScreens will need to process events during preinit.
UE_LOG(LogAndroid, Log, TEXT("PreInit android HW window lock."));
GAndroidWindowLock.Lock();
}
// initialize the engine
int32 PreInitResult = GEngineLoop.PreInit(0, NULL, FCommandLine::Get());
if (PreInitResult != 0)
{
checkf(false, TEXT("Engine Preinit Failed"));
return PreInitResult;
}
// register callback for native window resize
if (GAndroidEnableNativeResizeEvent)
{
state->activity->callbacks->onNativeWindowResized = OnNativeWindowResized;
}
// initialize HMDs
{
SCOPED_BOOT_TIMING("InitHMDs");
InitHMDs();
}
UE_LOG(LogAndroid, Display, TEXT("Passed PreInit()"));
GLog->SetCurrentThreadAsMasterThread();
FAppEventManager::GetInstance()->SetEmptyQueueHandlerEvent(FPlatformProcess::GetSynchEventFromPool(false));
GEngineLoop.Init();
bDidCompleteEngineInit = true;
UE_LOG(LogAndroid, Log, TEXT("Passed GEngineLoop.Init()"));
AndroidThunkCpp_DismissSplashScreen();
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 !UE_BUILD_SHIPPING
if (FParse::Param(FCommandLine::Get(), TEXT("Messaging")))
{
// initialize messaging subsystem
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
TSharedPtr<ISessionService> SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
SessionService->Start();
// Initialize functional testing
FModuleManager::Get().LoadModule("FunctionalTesting");
}
#endif
FAndroidStats::Init(FParse::Param(FCommandLine::Get(), TEXT("hwcpipe")));
BootTimingPoint("Tick loop starting");
DumpBootTiming();
// tick until done
while (!IsEngineExitRequested())
{
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
FAndroidStats::UpdateAndroidStats();
FAppEventManager::GetInstance()->Tick();
if(!FAppEventManager::GetInstance()->IsGamePaused())
{
GEngineLoop.Tick();
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
}
else
{
// use less CPU when paused
FPlatformProcess::Sleep(0.10f);
}
#if !UE_BUILD_SHIPPING
// show console window on next game tick
if (GShowConsoleWindowNextTick)
{
GShowConsoleWindowNextTick = false;
AndroidThunkCpp_ShowConsoleWindow();
}
#endif
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
FAppEventManager::GetInstance()->TriggerEmptyQueue();
UE_LOG(LogAndroid, Log, TEXT("Exiting"));
// exit out!
GEngineLoop.Exit();
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
UE_LOG(LogAndroid, Log, TEXT("Exiting is over"));
FPlatformMisc::RequestExit(1);
return 0;
}
struct AChoreographer;
struct FChoreographer
{
typedef void(*AChoreographer_frameCallback)(long frameTimeNanos, void* data);
typedef AChoreographer* (*func_AChoreographer_getInstance)();
typedef void(*func_AChoreographer_postFrameCallback)(
AChoreographer* choreographer, AChoreographer_frameCallback callback,
void* data);
typedef void(*func_AChoreographer_postFrameCallbackDelayed)(
AChoreographer* choreographer, AChoreographer_frameCallback callback,
void* data, long delayMillis);
func_AChoreographer_getInstance AChoreographer_getInstance_ = nullptr;
func_AChoreographer_postFrameCallback AChoreographer_postFrameCallback_ = nullptr;
func_AChoreographer_postFrameCallbackDelayed AChoreographer_postFrameCallbackDelayed_ = nullptr;
FCriticalSection ChoreographerSetupLock;
TFunction<int64(int64)> Callback;
void SetupChoreographer()
{
FScopeLock Lock(&ChoreographerSetupLock);
//check(!AChoreographer_getInstance_);
if (!AChoreographer_getInstance_)
{
void* lib = dlopen("libandroid.so", RTLD_NOW | RTLD_LOCAL);
if (lib != nullptr)
{
// Retrieve function pointers from shared object.
AChoreographer_getInstance_ =
reinterpret_cast<func_AChoreographer_getInstance>(
dlsym(lib, "AChoreographer_getInstance"));
AChoreographer_postFrameCallback_ =
reinterpret_cast<func_AChoreographer_postFrameCallback>(
dlsym(lib, "AChoreographer_postFrameCallback"));
AChoreographer_postFrameCallbackDelayed_ =
reinterpret_cast<func_AChoreographer_postFrameCallbackDelayed>(
dlsym(lib, "AChoreographer_postFrameCallbackDelayed"));
}
if (!AChoreographer_getInstance_ || !AChoreographer_postFrameCallback_ || !AChoreographer_postFrameCallbackDelayed_)
{
UE_LOG(LogAndroid, Warning, TEXT("Failed to set up Choreographer"));
AChoreographer_getInstance_ = nullptr;
AChoreographer_postFrameCallback_ = nullptr;
AChoreographer_postFrameCallbackDelayed_ = nullptr;
}
else
{
SetCallback(0);
UE_LOG(LogAndroid, Display, TEXT("Choreographer set up."));
}
}
}
void SetupCallback(TFunction<int64(int64)> InCallback)
{
check(IsAvailable());
FScopeLock Lock(&ChoreographerSetupLock);
Callback = InCallback;
}
void SetCallback(int64 Delay);
void DoCallback(long frameTimeNanos)
{
//static long LastFrameTimeNanos = 0;
//UE_LOG(LogAndroid, Warning, TEXT("Choreographer %lld delta %lld"), frameTimeNanos, frameTimeNanos - LastFrameTimeNanos);
//LastFrameTimeNanos = frameTimeNanos;
int64 NextDelay = -1;
{
FScopeLock Lock(&ChoreographerSetupLock);
if (Callback)
{
NextDelay = Callback(frameTimeNanos);
}
}
SetCallback((NextDelay >= 0) ? NextDelay : 0);
}
bool IsAvailable()
{
return !!AChoreographer_getInstance_;
}
};
FChoreographer TheChoreographer;
bool ChoreographerIsAvailable()
{
return TheChoreographer.IsAvailable();
}
void StartChoreographer(TFunction<int64(int64)> Callback)
{
check(ChoreographerIsAvailable());
TheChoreographer.SetupCallback(Callback);
}
static void choreographer_callback(long frameTimeNanos, void* data)
{
TheChoreographer.DoCallback(frameTimeNanos);
}
void FChoreographer::SetCallback(int64 Delay)
{
check(IsAvailable());
check(Delay >= 0);
AChoreographer* choreographer = AChoreographer_getInstance_();
UE_CLOG(!choreographer, LogAndroid, Fatal, TEXT("Choreographer was null (wrong thread?)."));
AChoreographer_postFrameCallbackDelayed_(choreographer, choreographer_callback, nullptr, Delay / 1000000);
}
static uint32 EventThreadID = 0;
bool IsInAndroidEventThread()
{
check(EventThreadID != 0);
return EventThreadID == FPlatformTLS::GetCurrentThreadId();
}
static void* AndroidEventThreadWorker( void* param )
{
pthread_setname_np(pthread_self(), "EventWorker");
EventThreadID = FPlatformTLS::GetCurrentThreadId();
FAndroidMisc::RegisterThreadName("EventWorker", EventThreadID);
struct android_app* state = (struct android_app*)param;
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
FPlatformMisc::LowLevelOutputDebugString(TEXT("Entering event processing thread engine entry point"));
ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
ALooper_addFd(looper, state->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL,
&state->cmdPollSource);
state->looper = looper;
FPlatformMisc::LowLevelOutputDebugString(TEXT("Prepared looper for event thread"));
//Assign the callbacks
state->onAppCmd = OnAppCommandCB;
state->onInputEvent = HandleInputCB;
FPlatformMisc::LowLevelOutputDebugString(TEXT("Passed callback initialization"));
FPlatformMisc::LowLevelOutputDebugString(TEXT("Passed sensor initialization"));
TheChoreographer.SetupChoreographer();
// window is initially invalid/locked.
UE_LOG(LogAndroid, Log, TEXT("event thread, Initial HW window lock."));
GAndroidWindowLock.Lock();
//continue to process events until the engine is shutting down
while (!IsEngineExitRequested())
{
// FPlatformMisc::LowLevelOutputDebugString(TEXT("AndroidEventThreadWorker"));
AndroidProcessEvents(state);
sleep(EventRefreshRate); // this is really 0 since it takes int seconds.
}
GAndroidWindowLock.Unlock();
UE_LOG(LogAndroid, Log, TEXT("Exiting"));
return NULL;
}
//Called from the separate event processing thread
static void AndroidProcessEvents(struct android_app* state)
{
int ident;
int fdesc;
int events;
struct android_poll_source* source;
while((ident = ALooper_pollAll(-1, &fdesc, &events, (void**)&source)) >= 0)
{
// process this event
if (source)
{
source->process(state, source);
}
}
}
pthread_t G_AndroidEventThread;
struct android_app* GNativeAndroidApp = NULL;
void android_main(struct android_app* state)
{
FTaskTagScope Scope(ETaskTag::EGameThread);
GGameThreadId = FPlatformTLS::GetCurrentThreadId();
BootTimingPoint("android_main");
FPlatformMisc::LowLevelOutputDebugString(TEXT("Entering native app glue main function"));
GNativeAndroidApp = state;
check(GNativeAndroidApp);
pthread_attr_t otherAttr;
pthread_attr_init(&otherAttr);
pthread_attr_setdetachstate(&otherAttr, PTHREAD_CREATE_DETACHED);
pthread_create(&G_AndroidEventThread, &otherAttr, AndroidEventThreadWorker, state);
FPlatformMisc::LowLevelOutputDebugString(TEXT("Created event thread"));
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3496193) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3385029 on 2017/04/07 by Chris.Babcock Remove unneeded BILLING permission for Android (it is added by enabling IAP) #jira UE-43583 #ue4 #android Change 3388541 on 2017/04/11 by Will.Fissler Removed "MacNoEditor" and "WindowsNoEditor" as target platforms in the StrategyTV.uproject. Change 3390026 on 2017/04/12 by Allan.Bentham Allow vertex texture reads on ES3.1 feature level #jira UE-43774 Change 3408788 on 2017/04/25 by Dmitriy.Dyomin Fixed: -iterativedeploy UAT option Change 3418253 on 2017/05/02 by Allan.Bentham Enable ICF linker option in android tool chain. #jira UEMOB-167 Change 3426789 on 2017/05/05 by Jonathan.Fitzpatrick #jira UE-43518 Fixed a missing cast to the proper game mode Change 3427859 on 2017/05/08 by Dmitriy.Dyomin Avoid creating unnecessary FUniqueObjectGuid in foliage (prevents package dirty on actor deletion) Change 3428842 on 2017/05/08 by Chris.Babcock Fix environment variable leakage in ant.bat patch (already in 4.16, didn't make the integration/merge) Fix Intermediate/Android/APK/src cleanup (already in 4.16, didn't make the integration/merge) #ue4 #android Change 3432096 on 2017/05/09 by Dmitriy.Dyomin Android LaunchOn improvements Change 3433937 on 2017/05/10 by Chris.Babcock Enable XGE on non-build machine #ue4 #android Change 3434556 on 2017/05/11 by Dmitriy.Dyomin Added mobile separate translucency #jira UEMOB-146 Change 3436664 on 2017/05/12 by Dmitriy.Dyomin Fixed: missing translucent objects on mobile, fallout from separate translucency Change 3437328 on 2017/05/12 by Allan.Bentham Add android versions of PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL Change 3446874 on 2017/05/18 by Chris.Babcock Change FGenericPlatformMemoryConstants and FGenericPlatformMemoryStats to use uint64 instead of SIZE_T to handle >4GB Android devices running in ARMv7 mode #jira #ue4 #android Change 3448354 on 2017/05/19 by Dmitriy.Dyomin Added: Support sRGB texture sampling on Android ES 3.1 and Vulkan #jira UEMOB-190 Change 3451129 on 2017/05/21 by Dmitriy.Dyomin Added project option to limit gpu skinning to 2 bone per vertex (Rendering Settings -> Optimizations -> Limit GPU skinning to 2 bones influence) #jira UEMOB-154 Change 3451131 on 2017/05/21 by Dmitriy.Dyomin Fixed: NavMesh streaming - stable tile addressing Change 3451141 on 2017/05/21 by Dmitriy.Dyomin Avoid drawing quads for clears on mobile Change 3453549 on 2017/05/23 by Dmitriy.Dyomin Fixed wrong memreport for STAT_TextureMemoryCube, STAT_PrecomputedLightVolumeMemory, STAT_ReflectionCaptureMemory Change 3458488 on 2017/05/25 by Dmitriy.Dyomin Added RenderDoc integration for Android Change 3458589 on 2017/05/25 by Dmitriy.Dyomin Fixed foliage occlusion culling after world origin was rebased Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rnx Change 3462166 on 2017/05/26 by Nick.Shin HTML5 - fix viewport after returning from fullscreen PR: https://github.com/Mozilla-Games/UnrealEngine/commit/113b9ea1045270a688405dc2d630059f56170f5b #jira UE-44419 HTML5 - View does not redraw properly after returning from Fullscreen #rn fix viewport after returning from fullscreen Change 3464093 on 2017/05/28 by Jack.Porter Fix for GenerateProjectFiles warnings #codereview: Nick.Shin Change 3465335 on 2017/05/30 by Nick.Shin HTML5LaunchHelper.exe - current working directory "/" check #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx Change 3465499 on 2017/05/30 by Nick.Shin HTML5 - TaskGraph crash fix & compiler fix when STATS disabled #jira UE-44811 Projects crash when launching onto Firefox 64-bit #rnx Change 3468295 on 2017/05/31 by Chris.Babcock Allow mediaplayer audio to be disable on Android #jira UE-45570 #ue4 #android Change 3469099 on 2017/06/01 by Dmitriy.Dyomin Fixing mobile separate translucency after merge Change 3470541 on 2017/06/01 by Chris.Babcock Fix Android.NewKeyboard behavior #jira UE-45612 #ue4 #android Change 3470576 on 2017/06/01 by Chris.Babcock Blacklist DefaultBloomKernel on mobile platforms (unneeded and takes 32MB) #jira UE-45548 #ue4 #android Change 3471583 on 2017/06/02 by Allan.Bentham #jira UEMOB-361 Add experimental mobile PIE with device preview launch option. Change 3471708 on 2017/06/02 by Allan.Bentham Fixes for no unity no pch CIS build. Add missing #includes Change 3474619 on 2017/06/05 by Chris.Babcock Add support for optional Gradle build system #jira UEMOB-229 #ue4 #android Change 3477357 on 2017/06/07 by Dmitriy.Dyomin Added GLES for RenderDoc capture on Android #contributed by Jimmy Lee (https://github.com/Oculus-VR/UnrealEngine/pull/7) Change 3477953 on 2017/06/07 by Nick.Shin HTML5 memory/executable size pass these fixes contains: + build shipping asmjs compressed files (remove serving non-compressed data file) + phsyx updated emscripten toolchain cmake config override (i.e. removed EPIC_BUILD_FLAGS match) + retired "/Script/BuildSettings.BuildSettings" config code + added better verbose feedback to print optimization levels during packaging #jira UEMOB-382 HTML5 memory/executable size pass #rn a lot of stability fixes Change 3479142 on 2017/06/07 by Chris.Babcock Update Clang version checks and handle 3.9 #jira UE-45812 #ue4 #android Change 3479416 on 2017/06/08 by Dmitriy.Dyomin Fixed UBT crash introduced in CL# 3477357 Change 3479425 on 2017/06/08 by Dmitriy.Dyomin Fixed: CustomDepth sampling outside of PP materials on Mobile #jira UE-44700 Change 3479600 on 2017/06/08 by Dmitriy.Dyomin Do "-skipdeploy" when packaging Change 3481938 on 2017/06/09 by Dmitriy.Dyomin Fixed: LG G6, Samsung Galaxy S8 Letter box issue #jira UE-45164 Change 3482725 on 2017/06/09 by Chris.Babcock Fix out of bounds access to iChild #jira none Change 3482735 on 2017/06/09 by Chris.Babcock Support for NDK14b and start of NDK15 support (Clang 5.0) #jira UEMOB-240 #ue4 #android Change 3484209 on 2017/06/11 by Dmitriy.Dyomin fixed warning introduced in CL# 3481938 Change 3484256 on 2017/06/11 by Dmitriy.Dyomin Fixed: HighresShot with 'Use Customdepth as mask' in Feature level ES2 (Android preview rendering level) leads to Engine crash #jira UE-43655 also requires content changes in CL# 3484255 Change 3484295 on 2017/06/12 by Dmitriy.Dyomin Fixed: Deferred Decals move with the camera in HTML5 #jira UE-45606 Change 3484748 on 2017/06/12 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU emulating ARM) #jira UE-45934 #ue4 #android Change 3484766 on 2017/06/12 by Chris.Babcock Add missing log message for UsingHoudini #jira UE-45934 #ue4 #android Change 3485762 on 2017/06/12 by Chris.Babcock Check in Gradle TPS #jira none #ue4 #android Change 3486596 on 2017/06/13 by Jack.Porter Fixed merge error Change 3487559 on 2017/06/13 by Peter.Sauerbrei disable bEnableREmoteNotifications in binary builds #jira UE-44156 Change 3487875 on 2017/06/13 by Peter.Sauerbrei make it so we don't crash if the device isn't paired #jira UE-38247 Change 3487949 on 2017/06/13 by Peter.Sauerbrei fix for casing of DotNET in several locations from PR#3112 (portaloffreedom and Madh93) #jira UE-40396 Change 3488155 on 2017/06/13 by Peter.Sauerbrei fix for intermediate being lower cased when we want mixed case, keeps commandline txt file lower cased (original PR#2939 from kosz78, modified from that change) #jira UE-38737 Change 3488428 on 2017/06/13 by Chris.Babcock Fix permissions on gradlew on Mac and Linux #jira UE-46002 #ue4 #android Change 3488735 on 2017/06/13 by Dmitriy.Dyomin Removed MDG note about crash on none-mali devices Change 3488961 on 2017/06/14 by Dmitriy.Dyomin Fixed: scene capture component was applying only default ShowFlags in game Change 3489162 on 2017/06/14 by Jack.Porter Removed checkbox "Deferred Rendering with Metal" on iOS. This feature is no longer supported and will be replaced by a Metal 2-based renderer. #jira UE-41766 Change 3489192 on 2017/06/14 by Peter.Sauerbrei hide 32-bit and OpenGL options for IOS #jira none Change 3489207 on 2017/06/14 by Peter.Sauerbrei make the MetalMRT setting hidden instead of removed Change 3489593 on 2017/06/14 by Jack.Porter Removed the Android_All cook flavor as it's deprecated in favor of Android_Multi #jira UE-45469 Change 3491385 on 2017/06/15 by Dmitriy.Dyomin Fixed: SM_FireFX Particle not rendering for various Android texture compressions #jira UE-46083 Change 3491402 on 2017/06/15 by Dmitriy.Dyomin Fixed: Static + CSM shadows cause a crash #jira UE-46091 Change 3493586 on 2017/06/15 by Chris.Babcock Remove extra > in AndroidManifest #jira UE-46134 #ue4 #android Change 3496193 on 2017/06/16 by Chris.Babcock Fix DeviceProfileManager setting in WEX #jira UE-46176 #ue4 #android [CL 3496903 by Peter Sauerbrei in Main branch]
2017-06-16 20:17:59 -04:00
// Make sure glue isn't stripped. (not needed in ndk-15)
#if PLATFORM_ANDROID_NDK_VERSION < 150000
app_dummy();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3496193) #lockdown Nick.Penwarden #rb none ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3385029 on 2017/04/07 by Chris.Babcock Remove unneeded BILLING permission for Android (it is added by enabling IAP) #jira UE-43583 #ue4 #android Change 3388541 on 2017/04/11 by Will.Fissler Removed "MacNoEditor" and "WindowsNoEditor" as target platforms in the StrategyTV.uproject. Change 3390026 on 2017/04/12 by Allan.Bentham Allow vertex texture reads on ES3.1 feature level #jira UE-43774 Change 3408788 on 2017/04/25 by Dmitriy.Dyomin Fixed: -iterativedeploy UAT option Change 3418253 on 2017/05/02 by Allan.Bentham Enable ICF linker option in android tool chain. #jira UEMOB-167 Change 3426789 on 2017/05/05 by Jonathan.Fitzpatrick #jira UE-43518 Fixed a missing cast to the proper game mode Change 3427859 on 2017/05/08 by Dmitriy.Dyomin Avoid creating unnecessary FUniqueObjectGuid in foliage (prevents package dirty on actor deletion) Change 3428842 on 2017/05/08 by Chris.Babcock Fix environment variable leakage in ant.bat patch (already in 4.16, didn't make the integration/merge) Fix Intermediate/Android/APK/src cleanup (already in 4.16, didn't make the integration/merge) #ue4 #android Change 3432096 on 2017/05/09 by Dmitriy.Dyomin Android LaunchOn improvements Change 3433937 on 2017/05/10 by Chris.Babcock Enable XGE on non-build machine #ue4 #android Change 3434556 on 2017/05/11 by Dmitriy.Dyomin Added mobile separate translucency #jira UEMOB-146 Change 3436664 on 2017/05/12 by Dmitriy.Dyomin Fixed: missing translucent objects on mobile, fallout from separate translucency Change 3437328 on 2017/05/12 by Allan.Bentham Add android versions of PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL Change 3446874 on 2017/05/18 by Chris.Babcock Change FGenericPlatformMemoryConstants and FGenericPlatformMemoryStats to use uint64 instead of SIZE_T to handle >4GB Android devices running in ARMv7 mode #jira #ue4 #android Change 3448354 on 2017/05/19 by Dmitriy.Dyomin Added: Support sRGB texture sampling on Android ES 3.1 and Vulkan #jira UEMOB-190 Change 3451129 on 2017/05/21 by Dmitriy.Dyomin Added project option to limit gpu skinning to 2 bone per vertex (Rendering Settings -> Optimizations -> Limit GPU skinning to 2 bones influence) #jira UEMOB-154 Change 3451131 on 2017/05/21 by Dmitriy.Dyomin Fixed: NavMesh streaming - stable tile addressing Change 3451141 on 2017/05/21 by Dmitriy.Dyomin Avoid drawing quads for clears on mobile Change 3453549 on 2017/05/23 by Dmitriy.Dyomin Fixed wrong memreport for STAT_TextureMemoryCube, STAT_PrecomputedLightVolumeMemory, STAT_ReflectionCaptureMemory Change 3458488 on 2017/05/25 by Dmitriy.Dyomin Added RenderDoc integration for Android Change 3458589 on 2017/05/25 by Dmitriy.Dyomin Fixed foliage occlusion culling after world origin was rebased Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rnx Change 3462166 on 2017/05/26 by Nick.Shin HTML5 - fix viewport after returning from fullscreen PR: https://github.com/Mozilla-Games/UnrealEngine/commit/113b9ea1045270a688405dc2d630059f56170f5b #jira UE-44419 HTML5 - View does not redraw properly after returning from Fullscreen #rn fix viewport after returning from fullscreen Change 3464093 on 2017/05/28 by Jack.Porter Fix for GenerateProjectFiles warnings #codereview: Nick.Shin Change 3465335 on 2017/05/30 by Nick.Shin HTML5LaunchHelper.exe - current working directory "/" check #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx Change 3465499 on 2017/05/30 by Nick.Shin HTML5 - TaskGraph crash fix & compiler fix when STATS disabled #jira UE-44811 Projects crash when launching onto Firefox 64-bit #rnx Change 3468295 on 2017/05/31 by Chris.Babcock Allow mediaplayer audio to be disable on Android #jira UE-45570 #ue4 #android Change 3469099 on 2017/06/01 by Dmitriy.Dyomin Fixing mobile separate translucency after merge Change 3470541 on 2017/06/01 by Chris.Babcock Fix Android.NewKeyboard behavior #jira UE-45612 #ue4 #android Change 3470576 on 2017/06/01 by Chris.Babcock Blacklist DefaultBloomKernel on mobile platforms (unneeded and takes 32MB) #jira UE-45548 #ue4 #android Change 3471583 on 2017/06/02 by Allan.Bentham #jira UEMOB-361 Add experimental mobile PIE with device preview launch option. Change 3471708 on 2017/06/02 by Allan.Bentham Fixes for no unity no pch CIS build. Add missing #includes Change 3474619 on 2017/06/05 by Chris.Babcock Add support for optional Gradle build system #jira UEMOB-229 #ue4 #android Change 3477357 on 2017/06/07 by Dmitriy.Dyomin Added GLES for RenderDoc capture on Android #contributed by Jimmy Lee (https://github.com/Oculus-VR/UnrealEngine/pull/7) Change 3477953 on 2017/06/07 by Nick.Shin HTML5 memory/executable size pass these fixes contains: + build shipping asmjs compressed files (remove serving non-compressed data file) + phsyx updated emscripten toolchain cmake config override (i.e. removed EPIC_BUILD_FLAGS match) + retired "/Script/BuildSettings.BuildSettings" config code + added better verbose feedback to print optimization levels during packaging #jira UEMOB-382 HTML5 memory/executable size pass #rn a lot of stability fixes Change 3479142 on 2017/06/07 by Chris.Babcock Update Clang version checks and handle 3.9 #jira UE-45812 #ue4 #android Change 3479416 on 2017/06/08 by Dmitriy.Dyomin Fixed UBT crash introduced in CL# 3477357 Change 3479425 on 2017/06/08 by Dmitriy.Dyomin Fixed: CustomDepth sampling outside of PP materials on Mobile #jira UE-44700 Change 3479600 on 2017/06/08 by Dmitriy.Dyomin Do "-skipdeploy" when packaging Change 3481938 on 2017/06/09 by Dmitriy.Dyomin Fixed: LG G6, Samsung Galaxy S8 Letter box issue #jira UE-45164 Change 3482725 on 2017/06/09 by Chris.Babcock Fix out of bounds access to iChild #jira none Change 3482735 on 2017/06/09 by Chris.Babcock Support for NDK14b and start of NDK15 support (Clang 5.0) #jira UEMOB-240 #ue4 #android Change 3484209 on 2017/06/11 by Dmitriy.Dyomin fixed warning introduced in CL# 3481938 Change 3484256 on 2017/06/11 by Dmitriy.Dyomin Fixed: HighresShot with 'Use Customdepth as mask' in Feature level ES2 (Android preview rendering level) leads to Engine crash #jira UE-43655 also requires content changes in CL# 3484255 Change 3484295 on 2017/06/12 by Dmitriy.Dyomin Fixed: Deferred Decals move with the camera in HTML5 #jira UE-45606 Change 3484748 on 2017/06/12 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU emulating ARM) #jira UE-45934 #ue4 #android Change 3484766 on 2017/06/12 by Chris.Babcock Add missing log message for UsingHoudini #jira UE-45934 #ue4 #android Change 3485762 on 2017/06/12 by Chris.Babcock Check in Gradle TPS #jira none #ue4 #android Change 3486596 on 2017/06/13 by Jack.Porter Fixed merge error Change 3487559 on 2017/06/13 by Peter.Sauerbrei disable bEnableREmoteNotifications in binary builds #jira UE-44156 Change 3487875 on 2017/06/13 by Peter.Sauerbrei make it so we don't crash if the device isn't paired #jira UE-38247 Change 3487949 on 2017/06/13 by Peter.Sauerbrei fix for casing of DotNET in several locations from PR#3112 (portaloffreedom and Madh93) #jira UE-40396 Change 3488155 on 2017/06/13 by Peter.Sauerbrei fix for intermediate being lower cased when we want mixed case, keeps commandline txt file lower cased (original PR#2939 from kosz78, modified from that change) #jira UE-38737 Change 3488428 on 2017/06/13 by Chris.Babcock Fix permissions on gradlew on Mac and Linux #jira UE-46002 #ue4 #android Change 3488735 on 2017/06/13 by Dmitriy.Dyomin Removed MDG note about crash on none-mali devices Change 3488961 on 2017/06/14 by Dmitriy.Dyomin Fixed: scene capture component was applying only default ShowFlags in game Change 3489162 on 2017/06/14 by Jack.Porter Removed checkbox "Deferred Rendering with Metal" on iOS. This feature is no longer supported and will be replaced by a Metal 2-based renderer. #jira UE-41766 Change 3489192 on 2017/06/14 by Peter.Sauerbrei hide 32-bit and OpenGL options for IOS #jira none Change 3489207 on 2017/06/14 by Peter.Sauerbrei make the MetalMRT setting hidden instead of removed Change 3489593 on 2017/06/14 by Jack.Porter Removed the Android_All cook flavor as it's deprecated in favor of Android_Multi #jira UE-45469 Change 3491385 on 2017/06/15 by Dmitriy.Dyomin Fixed: SM_FireFX Particle not rendering for various Android texture compressions #jira UE-46083 Change 3491402 on 2017/06/15 by Dmitriy.Dyomin Fixed: Static + CSM shadows cause a crash #jira UE-46091 Change 3493586 on 2017/06/15 by Chris.Babcock Remove extra > in AndroidManifest #jira UE-46134 #ue4 #android Change 3496193 on 2017/06/16 by Chris.Babcock Fix DeviceProfileManager setting in WEX #jira UE-46176 #ue4 #android [CL 3496903 by Peter Sauerbrei in Main branch]
2017-06-16 20:17:59 -04:00
#endif
//@todo android: replace with native activity, main loop off of UI thread, etc.
AndroidMain(state);
}
extern bool GAndroidGPUInfoReady;
static bool TryIgnoreClick(AInputEvent* event, size_t actionPointer)
{
int pointerId = AMotionEvent_getPointerId(event, actionPointer);
int32 x = AMotionEvent_getX(event, actionPointer);
int32 y = AMotionEvent_getY(event, actionPointer);
//ignore key down events click was within bounds
if (AndroidThunkCpp_VirtualInputIgnoreClick(x, y))
{
return true;
}
return false;
}
//Called from the event process thread
static int32_t HandleInputCB(struct android_app* app, AInputEvent* event)
{
// FPlatformMisc::LowLevelOutputDebugStringf(TEXT("INPUT - type: %x, action: %x, source: %x, keycode: %x, buttons: %x"), AInputEvent_getType(event),
// AMotionEvent_getAction(event), AInputEvent_getSource(event), AKeyEvent_getKeyCode(event), AMotionEvent_getButtonState(event));
check(IsInAndroidEventThread());
int32 EventType = AInputEvent_getType(event);
int32 EventSource = AInputEvent_getSource(event);
if ((EventSource & AINPUT_SOURCE_MOUSE) == AINPUT_SOURCE_MOUSE)
{
static int32 previousButtonState = 0;
const int32 device = AInputEvent_getDeviceId(event);
const int32 action = AMotionEvent_getAction(event);
const int32 actionType = action & AMOTION_EVENT_ACTION_MASK;
int32 buttonState = AMotionEvent_getButtonState(event);
if (!GAndroidEnableMouse)
{
if (actionType == AMOTION_EVENT_ACTION_DOWN || actionType == AMOTION_EVENT_ACTION_UP)
{
const bool bDown = (actionType == AMOTION_EVENT_ACTION_DOWN);
if (!bDown)
{
buttonState = previousButtonState;
}
if (buttonState & AMOTION_EVENT_BUTTON_PRIMARY)
{
const int32 ReplacementKeyEvent = FAndroidInputInterface::GetAlternateKeyEventForMouse(device, 0);
if (ReplacementKeyEvent != 0)
{
FAndroidInputInterface::JoystickButtonEvent(device, ReplacementKeyEvent, bDown);
}
}
if (buttonState & AMOTION_EVENT_BUTTON_SECONDARY)
{
const int32 ReplacementKeyEvent = FAndroidInputInterface::GetAlternateKeyEventForMouse(device, 1);
if (ReplacementKeyEvent != 0)
{
FAndroidInputInterface::JoystickButtonEvent(device, ReplacementKeyEvent, bDown);
}
}
if (buttonState & AMOTION_EVENT_BUTTON_TERTIARY)
{
const int32 ReplacementKeyEvent = FAndroidInputInterface::GetAlternateKeyEventForMouse(device, 2);
if (ReplacementKeyEvent != 0)
{
FAndroidInputInterface::JoystickButtonEvent(device, ReplacementKeyEvent, bDown);
}
}
previousButtonState = buttonState;
}
return 1;
}
// FPlatformMisc::LowLevelOutputDebugStringf(TEXT("-- EVENT: %d, device: %d, action: %x, actionType: %x, buttonState: %x"), EventType, device, action, actionType, buttonState);
if (actionType == AMOTION_EVENT_ACTION_DOWN || actionType == AMOTION_EVENT_ACTION_UP)
{
const bool bDown = (actionType == AMOTION_EVENT_ACTION_DOWN);
if (!bDown)
{
buttonState = previousButtonState;
}
if (buttonState & AMOTION_EVENT_BUTTON_PRIMARY)
{
// FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Mouse button 0: %d"), bDown ? 1 : 0);
FAndroidInputInterface::MouseButtonEvent(device, 0, bDown);
}
if (buttonState & AMOTION_EVENT_BUTTON_SECONDARY)
{
// FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Mouse button 1: %d"), bDown ? 1 : 0);
FAndroidInputInterface::MouseButtonEvent(device, 1, bDown);
}
if (buttonState & AMOTION_EVENT_BUTTON_TERTIARY)
{
// FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Mouse button 2: %d"), bDown ? 1 : 0);
FAndroidInputInterface::MouseButtonEvent(device, 2, bDown);
}
previousButtonState = buttonState;
return 1;
}
if (actionType == AMOTION_EVENT_ACTION_SCROLL)
{
if (GetAxes)
{
float WheelDelta = GetAxes(event, AMOTION_EVENT_AXIS_VSCROLL, 0);
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Mouse scroll: %f"), WheelDelta);
FAndroidInputInterface::MouseWheelEvent(device, WheelDelta);
}
return 1;
}
if (GetAxes && (actionType == AMOTION_EVENT_ACTION_MOVE || actionType == AMOTION_EVENT_ACTION_HOVER_MOVE))
{
float XAbsolute = GetAxes(event, AMOTION_EVENT_AXIS_X, 0);
float YAbsolute = GetAxes(event, AMOTION_EVENT_AXIS_Y, 0);
float XRelative = GetAxes(event, AMOTION_EVENT_AXIS_RELATIVE_X, 0);
float YRelative = GetAxes(event, AMOTION_EVENT_AXIS_RELATIVE_Y, 0);
if (XRelative != 0.0f || YRelative != 0.0f)
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Mouse absolute: (%f, %f), relative (%f, %f)"), XAbsolute, YAbsolute, XRelative, YRelative);
FAndroidInputInterface::MouseMoveEvent(device, XAbsolute, YAbsolute, XRelative, YRelative);
}
}
return 1;
}
if (EventType == AINPUT_EVENT_TYPE_MOTION)
{
int action = AMotionEvent_getAction(event);
int actionType = action & AMOTION_EVENT_ACTION_MASK;
size_t actionPointer = (size_t)((action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
bool isActionTargeted = (actionType == AMOTION_EVENT_ACTION_POINTER_DOWN || actionType == AMOTION_EVENT_ACTION_POINTER_UP);
int32 device = AInputEvent_getDeviceId(event);
// trap Joystick events first, with fallthrough if there is no joystick support
if (((EventSource & AINPUT_SOURCE_CLASS_JOYSTICK) == AINPUT_SOURCE_CLASS_JOYSTICK) &&
(GetAxes != NULL) &&
(actionType == AMOTION_EVENT_ACTION_MOVE))
{
const int axisCount = sizeof(AxisList)/sizeof(int32_t);
// poll all the axes and forward to update controller state
for (int axis = 0; axis < axisCount; axis++)
{
float val = GetAxes( event, AxisList[axis], 0);
FAndroidInputInterface::JoystickAxisEvent(device, AxisList[axis], val);
}
// handle L/R trigger and Brake/Gas special (all in 0..1 range)
// LTRIGGER will either be LTRIGGER or BRAKE, whichever is larger
// RTRIGGER will either be RTRIGGER or GAS, whichever is larger
float ltrigger = GetAxes(event, AMOTION_EVENT_AXIS_LTRIGGER, 0);
float rtrigger = GetAxes(event, AMOTION_EVENT_AXIS_RTRIGGER, 0);
float brake = GetAxes(event, AMOTION_EVENT_AXIS_BRAKE, 0);
float gas = GetAxes(event, AMOTION_EVENT_AXIS_GAS, 0);
FAndroidInputInterface::JoystickAxisEvent(device, AMOTION_EVENT_AXIS_LTRIGGER, ltrigger > brake ? ltrigger : brake);
FAndroidInputInterface::JoystickAxisEvent(device, AMOTION_EVENT_AXIS_RTRIGGER, rtrigger > gas ? rtrigger : gas);
return 1;
}
else
{
TArray<TouchInput> TouchesArray;
TouchType type = TouchEnded;
switch (actionType)
{
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_POINTER_DOWN:
type = TouchBegan;
break;
case AMOTION_EVENT_ACTION_MOVE:
type = TouchMoved;
break;
case AMOTION_EVENT_ACTION_UP:
case AMOTION_EVENT_ACTION_POINTER_UP:
case AMOTION_EVENT_ACTION_CANCEL:
case AMOTION_EVENT_ACTION_OUTSIDE:
type = TouchEnded;
break;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
case AMOTION_EVENT_ACTION_SCROLL:
case AMOTION_EVENT_ACTION_HOVER_ENTER:
case AMOTION_EVENT_ACTION_HOVER_MOVE:
case AMOTION_EVENT_ACTION_HOVER_EXIT:
return 0;
default:
UE_LOG(LogAndroid, Verbose, TEXT("Unknown AMOTION_EVENT %d ignored"), actionType);
return 0;
}
size_t pointerCount = AMotionEvent_getPointerCount(event);
if (pointerCount == 0)
{
return 1;
}
ANativeWindow* Window = (ANativeWindow*)FAndroidWindow::GetHardwareWindow_EventThread();
if (!Window)
{
return 0;
}
int32_t Width = 0 ;
int32_t Height = 0 ;
if(Window)
{
// we are on the event thread. true here indicates we will retrieve dimensions from the current window.
FAndroidWindow::CalculateSurfaceSize(Width, Height, true);
}
// make sure OpenGL context created before accepting touch events.. FAndroidWindow::GetScreenRect() may try to create it early from wrong thread if this is the first call
if (!GAndroidGPUInfoReady)
{
return 1;
}
FPlatformRect ScreenRect = FAndroidWindow::GetScreenRect(true);
if (AndroidThunkCpp_IsVirtuaKeyboardShown() && (type == TouchBegan || type == TouchMoved))
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
//ignore key down events when the native input was clicked or when the keyboard animation is playing
if (TryIgnoreClick(event, actionPointer))
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/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
return 0;
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/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
else if (AndroidThunkCpp_IsWebViewShown() && (type == TouchBegan || type == TouchMoved || type == TouchEnded))
{
//ignore key down events when the the a web view is visible
if (TryIgnoreClick(event, actionPointer) && ((EventSource & 0x80) != 0x80))
{
UE_LOG(LogAndroid, Verbose, TEXT("Received touch event %d - Ignored"), type);
return 0;
}
UE_LOG(LogAndroid, Verbose, TEXT("Received touch event %d"), type);
}
if(isActionTargeted)
{
if(actionPointer < 0 || pointerCount < (int)actionPointer)
{
return 1;
}
int pointerId = AMotionEvent_getPointerId(event, actionPointer);
float x = FMath::Min<float>(AMotionEvent_getX(event, actionPointer) / Width, 1.f);
x *= (ScreenRect.Right - 1);
float y = FMath::Min<float>(AMotionEvent_getY(event, actionPointer) / Height, 1.f);
y *= (ScreenRect.Bottom - 1);
UE_LOG(LogAndroid, Verbose, TEXT("Received targeted motion event from pointer %u (id %d) action %d: (%.2f, %.2f)"), actionPointer, pointerId, action, x, y);
TouchInput TouchMessage;
TouchMessage.DeviceId = device;
TouchMessage.Handle = pointerId;
TouchMessage.Type = type;
TouchMessage.Position = FVector2D(x, y);
TouchMessage.LastPosition = FVector2D(x, y); //@todo android: AMotionEvent_getHistoricalRawX
TouchesArray.Add(TouchMessage);
}
else
{
for (size_t i = 0; i < pointerCount; ++i)
{
int pointerId = AMotionEvent_getPointerId(event, i);
float x = FMath::Min<float>(AMotionEvent_getX(event, i) / Width, 1.f);
x *= (ScreenRect.Right - 1);
float y = FMath::Min<float>(AMotionEvent_getY(event, i) / Height, 1.f);
y *= (ScreenRect.Bottom - 1);
UE_LOG(LogAndroid, Verbose, TEXT("Received motion event from index %u (id %d) action %d: (%.2f, %.2f)"), i, pointerId, action, x, y);
TouchInput TouchMessage;
TouchMessage.DeviceId= device;
TouchMessage.Handle = pointerId;
TouchMessage.Type = type;
TouchMessage.Position = FVector2D(x, y);
TouchMessage.LastPosition = FVector2D(x, y); //@todo android: AMotionEvent_getHistoricalRawX
TouchesArray.Add(TouchMessage);
}
}
FAndroidInputInterface::QueueTouchInput(TouchesArray);
#if !UE_BUILD_SHIPPING
if ((pointerCount >= 4) && (type == TouchBegan))
{
bool bShowConsole = true;
GConfig->GetBool(TEXT("/Script/Engine.InputSettings"), TEXT("bShowConsoleOnFourFingerTap"), bShowConsole, GInputIni);
if (bShowConsole)
{
GShowConsoleWindowNextTick = true;
}
}
#endif
}
return 0;
}
if (EventType == AINPUT_EVENT_TYPE_KEY)
{
int keyCode = AKeyEvent_getKeyCode(event);
int keyFlags = AKeyEvent_getFlags(event);
bool bSoftKey = (keyFlags & AKEY_EVENT_FLAG_SOFT_KEYBOARD) != 0;
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Received keycode: %d, softkey: %d"), keyCode, bSoftKey ? 1 : 0);
//Only pass on the device id if really a gamepad, joystick or dpad (allows menu and back to be treated as gamepad events)
int32 device = -1;
if ((((EventSource & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) && (GetAxes != NULL)) ||
((EventSource & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD) ||
((EventSource & AINPUT_SOURCE_DPAD) == AINPUT_SOURCE_DPAD))
{
device = AInputEvent_getDeviceId(event);
}
//Trap codes handled as possible gamepad events
if (device >= 0 && ValidGamepadKeyCodes.Contains(keyCode))
{
bool down = AKeyEvent_getAction(event) != AKEY_EVENT_ACTION_UP;
FAndroidInputInterface::JoystickButtonEvent(device, keyCode, down);
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Received gamepad button: %d"), keyCode);
}
else
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Received key event: %d"), keyCode);
// only handle mapped key codes
if (!MappedKeyCodes.Contains(keyCode))
{
return 0;
}
if (bSoftKey || GAndroidEnableHardwareKeyboard || AlwaysAllowedKeyCodes.Contains(keyCode))
{
FDeferredAndroidMessage Message;
Message.messageType = AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP ? MessageType_KeyUp : MessageType_KeyDown;
Message.KeyEventData.unichar = keyCode;
Message.KeyEventData.keyId = keyCode;
Message.KeyEventData.modifier = AKeyEvent_getMetaState(event);
Message.KeyEventData.isRepeat = AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE;
FAndroidInputInterface::DeferMessage(Message);
}
// allow event to be generated for volume up and down, but conditionally allow system to handle it, too
if (keyCode == AKEYCODE_VOLUME_UP || keyCode == AKEYCODE_VOLUME_DOWN)
{
if (FPlatformMisc::GetVolumeButtonsHandledBySystem())
{
return 0;
}
}
// optionally forward back button
if (keyCode == AKEYCODE_BACK && GAllowJavaBackButtonEvent)
{
return 0;
}
}
return 1;
}
return 0;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
static bool bShouldRestartFromInterrupt = false;
static bool bIgnorePauseOnDownloaderStart = false;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
static bool IsStartupMoviePlaying()
{
return GEngine && GEngine->IsInitialized() && GetMoviePlayer() && GetMoviePlayer()->IsStartupMoviePlaying();
}
static bool IsPreLoadScreenPlaying()
{
return IsStartupMoviePlaying()
|| (FPreLoadScreenManager::Get() && (FPreLoadScreenManager::Get()->HasValidActivePreLoadScreen()));
}
FAppEventData::FAppEventData(ANativeWindow* WindowIn)
{
check(WindowIn);
WindowWidth = ANativeWindow_getWidth(WindowIn);
WindowHeight = ANativeWindow_getHeight(WindowIn);
check(WindowWidth >= 0 && WindowHeight >= 0);
}
static bool bAppIsActive_EventThread = false;
// called when the app has focus + window + resume.
static void ActivateApp_EventThread()
{
if (bAppIsActive_EventThread)
{
// Seems this can occur.
return;
}
// Unlock window when we're ready.
UE_LOG(LogAndroid, Log, TEXT("event thread, activate app, unlocking HW window"));
GAndroidWindowLock.Unlock();
// wake the GT up.
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_APP_ACTIVATED);
bAppIsActive_EventThread = true;
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_RUN_CALLBACK, FAppEventData([]()
{
UE_LOG(LogAndroid, Log, TEXT("performing app foregrounding callback."));
FCoreDelegates::ApplicationHasEnteredForegroundDelegate.Broadcast();
FCoreDelegates::ApplicationHasReactivatedDelegate.Broadcast();
FAppEventManager::GetInstance()->ResumeAudio();
}));
if (EventHandlerEvent)
{
// Must flush the queue before enabling rendering.
EventHandlerEvent->Trigger();
}
FPreLoadScreenManager::EnableRendering(true);
extern void AndroidThunkCpp_ShowHiddenAlertDialog();
AndroidThunkCpp_ShowHiddenAlertDialog();
}
extern void BlockRendering();
// called whenever the app loses focus, loses window or pause.
static void SuspendApp_EventThread()
{
if (!bAppIsActive_EventThread)
{
return;
}
bAppIsActive_EventThread = false;
// Lock the window, this prevents event thread from removing the window whilst the RHI initializes.
UE_LOG(LogAndroid, Log, TEXT("event thread, suspending app, acquiring HW window lock."));
GAndroidWindowLock.Lock();
if (bReadyToProcessEvents == false)
{
// App has stopped before we can process events.
// AndroidLaunch will lock GAndroidWindowLock, and set bReadyToProcessEvents when we are able to block the RHI and queue up other events.
// we ignore events until this point as acquiring GAndroidWindowLock means requires the window to be properly initialized.
UE_LOG(LogAndroid, Log, TEXT("event thread, app not yet ready."));
return;
};
TSharedPtr<FEvent, ESPMode::ThreadSafe> EMDoneTrigger = MakeShareable(FPlatformProcess::GetSynchEventFromPool(), [](FEvent* EventToDelete)
{
FPlatformProcess::ReturnSynchEventToPool(EventToDelete);
});
// perform the delegates before the window handle is cleared.
// This ensures any tasks that require a window handle will have it before we block the RT on the invalid window.
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_RUN_CALLBACK, FAppEventData([EMDoneTrigger]()
{
UE_LOG(LogAndroid, Log, TEXT("performing app backgrounding callback. %p"), EMDoneTrigger.Get());
FCoreDelegates::ApplicationWillDeactivateDelegate.Broadcast();
FCoreDelegates::ApplicationWillEnterBackgroundDelegate.Broadcast();
FAppEventManager::GetInstance()->PauseAudio();
FAppEventManager::ReleaseMicrophone(false);
EMDoneTrigger->Trigger();
}));
FEmbeddedCommunication::WakeGameThread();
FPreLoadScreenManager::EnableRendering(false);
// wait for a period of time before blocking rendering
UE_LOG(LogAndroid, Log, TEXT("AndroidEGL:: SuspendApp_EventThread, waiting for event manager to process. tid: %d"), FPlatformTLS::GetCurrentThreadId());
bool bSuccess = EMDoneTrigger->Wait(4000);
UE_CLOG(!bSuccess, LogAndroid, Log, TEXT("backgrounding callback, not responded in timely manner."));
BlockRendering();
// Suspend the GT.
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_APP_SUSPENDED);
}
//Called from the event process thread
static void OnAppCommandCB(struct android_app* app, int32_t cmd)
{
check(IsInAndroidEventThread());
static bool bDidGainFocus = false;
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("OnAppCommandCB cmd: %u, tid = %d"), cmd, gettid());
static bool bHasFocus = false;
static bool bHasWindow = false;
static bool bIsResumed = false;
// Set event thread's view of the window dimensions:
{
ANativeWindow* DimensionWindow = app->pendingWindow ? app->pendingWindow : app->window;
if (DimensionWindow)
{
FAndroidWindow::SetWindowDimensions_EventThread(DimensionWindow);
}
}
switch (cmd)
{
case APP_CMD_SAVE_STATE:
/**
* Command from main thread: the app should generate a new saved state
* for itself, to restore from later if needed. If you have saved state,
* allocate it with malloc and place it in android_app.savedState with
* the size in android_app.savedStateSize. The will be freed for you
* later.
*/
// the OS asked us to save the state of the app
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_SAVE_STATE"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_SAVE_STATE);
break;
case APP_CMD_INIT_WINDOW:
/**
* Command from main thread: a new ANativeWindow is ready for use. Upon
* receiving this command, android_app->window will contain the new window
* surface.
*/
// get the window ready for showing
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_INIT_WINDOW"));
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_INIT_WINDOW"));
FAppEventManager::GetInstance()->HandleWindowCreated_EventThread(app->pendingWindow);
bHasWindow = true;
if (bHasWindow && bHasFocus && bIsResumed)
{
ActivateApp_EventThread();
}
break;
case APP_CMD_TERM_WINDOW:
/**
* Command from main thread: the existing ANativeWindow needs to be
* terminated. Upon receiving this command, android_app->window still
* contains the existing window; after calling android_app_exec_cmd
* it will be set to NULL.
*/
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_TERM_WINDOW, tid = %d"), gettid());
// clean up the window because it is being hidden/closed
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_TERM_WINDOW"));
SuspendApp_EventThread();
FAppEventManager::GetInstance()->HandleWindowClosed_EventThread();
bHasWindow = false;
break;
case APP_CMD_LOST_FOCUS:
/**
* Command from main thread: the app's activity window has lost
* input focus.
*/
// if the app lost focus, avoid unnecessary processing (like monitoring the accelerometer)
bHasFocus = false;
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_LOST_FOCUS"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_LOST_FOCUS);
break;
case APP_CMD_GAINED_FOCUS:
/**
* Command from main thread: the app's activity window has gained
* input focus.
*/
// remember gaining focus so we know any later pauses are not part of first startup
bDidGainFocus = true;
bHasFocus = true;
// bring back a certain functionality, like monitoring the accelerometer
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_GAINED_FOCUS"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_GAINED_FOCUS);
if (bHasWindow && bHasFocus && bIsResumed)
{
ActivateApp_EventThread();
}
break;
case APP_CMD_INPUT_CHANGED:
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_INPUT_CHANGED"));
break;
case APP_CMD_WINDOW_RESIZED:
/**
* Command from main thread: the current ANativeWindow has been resized.
* Please redraw with its new size.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_WINDOW_RESIZED"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_RESIZED, FAppEventData(app->window));
break;
case APP_CMD_WINDOW_REDRAW_NEEDED:
/**
* Command from main thread: the system needs that the current ANativeWindow
* be redrawn. You should redraw the window before handing this to
* android_app_exec_cmd() in order to avoid transient drawing glitches.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_WINDOW_REDRAW_NEEDED"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_REDRAW_NEEDED );
break;
case APP_CMD_CONTENT_RECT_CHANGED:
/**
* Command from main thread: the content area of the window has changed,
* such as from the soft input window being shown or hidden. You can
* find the new content rect in android_app::contentRect.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_CONTENT_RECT_CHANGED"));
break;
/* receive this event from Java instead to work around NDK bug with AConfiguration_getOrientation in Oreo
case APP_CMD_CONFIG_CHANGED:
{
// Command from main thread: the current device configuration has changed.
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_CONFIG_CHANGED"));
bool bPortrait = (AConfiguration_getOrientation(app->config) == ACONFIGURATION_ORIENTATION_PORT);
if (FAndroidWindow::OnWindowOrientationChanged(bPortrait))
{
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CHANGED);
}
}
break;
*/
case APP_CMD_LOW_MEMORY:
/**
* Command from main thread: the system is running low on memory.
* Try to reduce your memory use.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_LOW_MEMORY"));
break;
case APP_CMD_START:
/**
* Command from main thread: the app's activity has been started.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_START"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_START);
break;
case APP_CMD_RESUME:
/**
* Command from main thread: the app's activity has been resumed.
*/
bIsResumed = true;
if (bHasWindow && bHasFocus && bIsResumed)
{
ActivateApp_EventThread();
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_RESUME"));
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_RESUME"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_RESUME);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
/*
* On the initial loading the restart method must be called immediately
* in order to restart the app if the startup movie was playing
*/
if (bShouldRestartFromInterrupt)
{
AndroidThunkCpp_RestartApplication(TEXT(""));
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
}
break;
case APP_CMD_PAUSE:
{
/**
* Command from main thread: the app's activity has been paused.
*/
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_PAUSE"));
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_PAUSE"));
// Ignore pause command for Oculus if the window hasn't been initialized to prevent halting initial load
// if the headset is not active
if (!bHasWindow && FAndroidMisc::GetDeviceMake() == FString("Oculus"))
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Oculus: Ignoring APP_CMD_PAUSE command before APP_CMD_INIT_WINDOW"));
UE_LOG(LogAndroid, Log, TEXT("Oculus: Ignoring APP_CMD_PAUSE command before APP_CMD_INIT_WINDOW"));
break;
}
bIsResumed = false;
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_PAUSE);
bool bAllowReboot = true;
#if FAST_BOOT_HACKS
if (FEmbeddedDelegates::GetNamedObject(TEXT("LoggedInObject")) == nullptr)
{
bAllowReboot = false;
}
#endif
// Restart on resuming if did not complete engine initialization
if (!bDidCompleteEngineInit && bDidGainFocus && !bIgnorePauseOnDownloaderStart && bAllowReboot)
{
// // only do this if early startup enabled
// FString *EarlyRestart = FAndroidMisc::GetConfigRulesVariable(TEXT("earlyrestart"));
// if (EarlyRestart != NULL && EarlyRestart->Equals("true", ESearchCase::IgnoreCase))
// {
// bShouldRestartFromInterrupt = true;
// }
}
bIgnorePauseOnDownloaderStart = false;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
/*
* On the initial loading the pause method must be called immediately
* in order to stop the startup movie's sound
*/
if (IsPreLoadScreenPlaying() && bAllowReboot)
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
{
UE_LOG(LogAndroid, Log, TEXT("MoviePlayer force completion"));
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
GetMoviePlayer()->ForceCompletion();
}
SuspendApp_EventThread();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
break;
}
case APP_CMD_STOP:
/**
* Command from main thread: the app's activity has been stopped.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_STOP"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_STOP);
break;
case APP_CMD_DESTROY:
/**
* Command from main thread: the app's activity is being destroyed,
* and waiting for the app thread to clean up and exit before proceeding.
*/
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_DESTROY"));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_RUN_CALLBACK, FAppEventData([]()
{
FGraphEventRef WillTerminateTask = FFunctionGraphTask::CreateAndDispatchWhenReady([]()
{
FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast();
}, TStatId(), NULL, ENamedThreads::GameThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(WillTerminateTask);
FAndroidMisc::NonReentrantRequestExit();
}));
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_DESTROY);
// Exit here, avoids having to unlock the window and letting the RHI's deal with invalid window.
extern void AndroidThunkCpp_ForceQuit();
AndroidThunkCpp_ForceQuit();
break;
}
if (EventHandlerEvent)
{
EventHandlerEvent->Trigger();
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("#### END OF OnAppCommandCB cmd: %u, tid = %d"), cmd, gettid());
}
//Native-defined functions
JNI_METHOD jint Java_com_epicgames_unreal_GameActivity_nativeGetCPUFamily(JNIEnv* jenv, jobject thiz)
{
return (jint)android_getCpuFamily();
}
JNI_METHOD jboolean Java_com_epicgames_unreal_GameActivity_nativeSupportsNEON(JNIEnv* jenv, jobject thiz)
{
AndroidCpuFamily Family = android_getCpuFamily();
if (Family == ANDROID_CPU_FAMILY_ARM64)
{
return JNI_TRUE;
}
if (Family == ANDROID_CPU_FAMILY_ARM)
{
return ((android_getCpuFeatures() & ANDROID_CPU_ARM_FEATURE_NEON) != 0) ? JNI_TRUE : JNI_FALSE;
}
return JNI_FALSE;
}
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeOnConfigurationChanged(boolean bPortrait);
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeOnConfigurationChanged(JNIEnv* jenv, jobject thiz, jboolean bPortrait)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
bool bChangedToPortrait = bPortrait == JNI_TRUE;
// enqueue a window changed event if orientation changed,
// note that the HW window handle does not necessarily change.
if (FAndroidWindow::OnWindowOrientationChanged(bChangedToPortrait))
{
// Enqueue an event to trigger gamethread to update the orientation:
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CHANGED);
if (EventHandlerEvent)
{
EventHandlerEvent->Trigger();
}
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeConsoleCommand(String commandString);"
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeConsoleCommand(JNIEnv* jenv, jobject thiz, jstring commandString)
{
FString Command = FJavaHelper::FStringFromParam(jenv, commandString);
if (GEngine != NULL)
{
// Run on game thread to avoid race condition with DeferredCommands
AsyncTask(ENamedThreads::GameThread, [Command]()
{
GEngine->DeferredCommands.Add(Command);
});
}
else
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Ignoring console command (too early): %s"), *Command);
}
}
// This is called from the Java UI thread for initializing VR HMDs
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeInitHMDs(JNIEnv* jenv, jobject thiz)
{
for (auto HMDModuleIt = GHMDImplementations.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
{
(*HMDModuleIt)->PreInit();
}
GHMDsInitialized = true;
}
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeSetAndroidVersionInformation(JNIEnv* jenv, jobject thiz, jstring androidVersion, jint targetSDKversion, jstring phoneMake, jstring phoneModel, jstring phoneBuildNumber, jstring osLanguage)
{
auto UEAndroidVersion = FJavaHelper::FStringFromParam(jenv, androidVersion);
auto UEPhoneMake = FJavaHelper::FStringFromParam(jenv, phoneMake);
auto UEPhoneModel = FJavaHelper::FStringFromParam(jenv, phoneModel);
auto UEPhoneBuildNumber = FJavaHelper::FStringFromParam(jenv, phoneBuildNumber);
auto UEOSLanguage = FJavaHelper::FStringFromParam(jenv, osLanguage);
FAndroidMisc::SetVersionInfo(UEAndroidVersion, targetSDKversion, UEPhoneMake, UEPhoneModel, UEPhoneBuildNumber, UEOSLanguage);
FAndroidPlatformStackWalk::NotifyPlatformVersionInit();
}
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeOnInitialDownloadStarted();
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeOnInitialDownloadStarted(JNIEnv* jenv, jobject thiz)
{
bIgnorePauseOnDownloaderStart = true;
}
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeOnInitialDownloadCompleted();
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeOnInitialDownloadCompleted(JNIEnv* jenv, jobject thiz)
{
bIgnorePauseOnDownloaderStart = false;
}
// MERGE-TODO: Anticheat concerns with custom input
bool GAllowCustomInput = true;
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_HandleCustomTouchEvent(JNIEnv* jenv, jobject thiz, jint deviceId, jint pointerId, jint action, jint soucre, jfloat x, jfloat y)
{
#if ANDROID_ALLOWCUSTOMTOUCHEVENT
// make sure fake input is allowed, so hacky Java can't run bots
if (!GAllowCustomInput)
{
return;
}
TArray<TouchInput> TouchesArray;
TouchInput TouchMessage;
TouchMessage.DeviceId = deviceId;
TouchMessage.Handle = pointerId;
switch (action) {
case 0: // MotionEvent.ACTION_DOWN
TouchMessage.Type = TouchBegan;
break;
case 2: // MotionEvent.ACTION_MOVE
TouchMessage.Type = TouchMoved;
break;
default: // MotionEvent.ACTION_UP
TouchMessage.Type = TouchEnded;
break;
}
TouchMessage.Position = FVector2D(x, y);
TouchMessage.LastPosition = FVector2D(x, y);
TouchesArray.Add(TouchMessage);
UE_LOG(LogAndroid, Verbose, TEXT("Handle custom touch event %d (%d) x=%f y=%f"), TouchMessage.Type, action, x, y);
FAndroidInputInterface::QueueTouchInput(TouchesArray);
#endif
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_AllowJavaBackButtonEvent(JNIEnv* jenv, jobject thiz, jboolean allow)
{
GAllowJavaBackButtonEvent = (allow == JNI_TRUE);
}
bool WaitForAndroidLoseFocusEvent(double TimeoutSeconds)
{
return FAppEventManager::GetInstance()->WaitForEventInQueue(EAppEventState::APP_EVENT_STATE_WINDOW_LOST_FOCUS, TimeoutSeconds);
}
#endif