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Merging //UE4/Dev-Main to Dev-VREditor (//UE4/Dev-VREditor) (up to CL 3201696)
#rb Mike.Fricker [CL 3213822 by Lauren Ridge in Dev-VREditor branch]
This commit is contained in:
@@ -8,6 +8,7 @@
|
||||
import android.content.BroadcastReceiver;
|
||||
import android.content.Context;
|
||||
import android.content.Intent;
|
||||
import android.support.v4.app.NotificationCompat;
|
||||
|
||||
public class LocalNotificationReceiver extends BroadcastReceiver
|
||||
{
|
||||
@@ -26,14 +27,6 @@
|
||||
return;
|
||||
}
|
||||
|
||||
int notificationIconID = context.getResources().getIdentifier("icon", "drawable", context.getPackageName());
|
||||
|
||||
Notification notification = new Notification(notificationIconID , details ,System.currentTimeMillis());
|
||||
|
||||
// Stick with the defaults
|
||||
notification.flags |= Notification.FLAG_AUTO_CANCEL;
|
||||
notification.defaults |= Notification.DEFAULT_SOUND | Notification.DEFAULT_VIBRATE;
|
||||
|
||||
// Open UE4 app if clicked
|
||||
Intent notificationIntent = new Intent(context, GameActivity.class);
|
||||
|
||||
@@ -43,9 +36,21 @@
|
||||
notificationIntent.putExtra("localNotificationAppLaunched" , true);
|
||||
notificationIntent.putExtra("localNotificationLaunchActivationEvent", activationEvent);
|
||||
|
||||
int notificationIconID = context.getResources().getIdentifier("icon", "drawable", context.getPackageName());
|
||||
PendingIntent pendingNotificationIntent = PendingIntent.getActivity(context, notificationID, notificationIntent, 0);
|
||||
|
||||
notification.setLatestEventInfo(context, title, details, pendingNotificationIntent);
|
||||
NotificationCompat.Builder builder = new NotificationCompat.Builder(context)
|
||||
.setSmallIcon(notificationIconID)
|
||||
.setContentIntent(pendingNotificationIntent)
|
||||
.setWhen(System.currentTimeMillis())
|
||||
.setTicker(details) // note: will not show up on Lollipop up except for accessibility
|
||||
.setContentTitle(title);
|
||||
Notification notification = builder.build();
|
||||
|
||||
// Stick with the defaults
|
||||
notification.flags |= Notification.FLAG_AUTO_CANCEL;
|
||||
notification.defaults |= Notification.DEFAULT_SOUND | Notification.DEFAULT_VIBRATE;
|
||||
|
||||
NotificationManager notificationManager = (NotificationManager) context.getSystemService(Context.NOTIFICATION_SERVICE);
|
||||
|
||||
// show the notification
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
Build scripts for native Linux build
|
||||
====================================
|
||||
|
||||
This document describes how to build Unreal Engine 4.14 natively on a Linux host.
|
||||
This document describes how to build Unreal Engine natively on a Linux host.
|
||||
The steps are described here are applicable to the current build, but you may
|
||||
want to visit https://wiki.unrealengine.com/Building_On_Linux for the
|
||||
latest updates on the process.
|
||||
@@ -47,7 +47,7 @@ How to set up the sources for building, step by step:
|
||||
|
||||
1. Clone EpicGames/UnrealEngine repository
|
||||
|
||||
``git clone https://github.com/EpicGames/UnrealEngine -b 4.14``
|
||||
``git clone https://github.com/EpicGames/UnrealEngine -b release``
|
||||
|
||||
2. Run Setup.sh once.
|
||||
|
||||
|
||||
@@ -5,23 +5,11 @@
|
||||
<Name>dpkg-query code from StackOverflow</Name>
|
||||
|
||||
<Location>/Engine/Build/BatchFiles/Linux/Setup.sh</Location>
|
||||
|
||||
<Date>2016-09-27T11:14:21.5457895-04:00</Date>
|
||||
|
||||
<Function>Is a line from a StackOverflow response; is a method for checking if an Ubuntu package is installed.</Function>
|
||||
|
||||
<Justification>Will be used in UE4 setup scripts, so will be compiled into the engine.</Justification>
|
||||
|
||||
<Platforms>
|
||||
|
||||
<Date>2016-09-27T11:14:21.5457895-04:00</Date>
|
||||
|
||||
<Function>Is a line from a StackOverflow response; is a method for checking if an Ubuntu package is installed.</Function>
|
||||
|
||||
<Justification>Will be used in UE4 setup scripts, so will be compiled into the engine.</Justification>
|
||||
|
||||
<Product>UDK4</Product>
|
||||
|
||||
<Product>UE4</Product>
|
||||
|
||||
<Eula>http://stackexchange.com/legal/terms-of-service</Eula>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -325,10 +325,11 @@
|
||||
<CsCompile Project="Engine/Source/Programs/UnrealSwarm/SwarmCoordinator/SwarmCoordinator.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
<CsCompile Project="Engine/Source/Programs/UnrealSwarm/Agent/Agent.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
<CsCompile Project="Engine/Source/Programs/PS4/PS4DevKitUtil/PS4DevKitUtil.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS" TagReferences="#Build Tools CS" If="'$(WithPS4)' == true"/>
|
||||
<!-- TODO: Change these projects so that they can be compiled on non-windows platforms (currently use WinForms) -->
|
||||
<CsCompile Project="Engine/Source/Programs/UnrealControls/UnrealControls.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
<CsCompile Project="Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
</Do>
|
||||
<CsCompile Project="Engine/Source/Programs/NetworkProfiler/NetworkProfiler/NetworkProfiler.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS" TagReferences="#Build Tools CS" If="'$(HostPlatform)' != 'Linux'"/>
|
||||
<CsCompile Project="Engine/Source/Programs/UnrealControls/UnrealControls.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
<CsCompile Project="Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
<CsCompile Project="Engine/Source/Programs/IOS/DeploymentServer/DeploymentServer.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
<CsCompile Project="Engine/Source/Programs/IOS/MobileDeviceInterface/MobileDeviceInterface.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
<CsCompile Project="Engine/Source/Programs/IOS/DeploymentInterface/DeploymentInterface.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
<!-- List of file types to be stripped and signed for different platforms -->
|
||||
<Property Name="Win64StripFilter" Value="*.pdb"/>
|
||||
<Property Name="Win64StripExceptions" Value="Engine\Binaries\Win64\UE4Editor*.pdb;Engine\Plugins\2D\Paper2D\Binaries\Win64\UE4Editor*.pdb"/>
|
||||
<Property Name="Win64StripExceptions" Value="Engine\Binaries\Win64\UE4Editor*.pdb;Engine\Plugins\...\Binaries\Win64\UE4Editor*.pdb"/>
|
||||
<Property Name="Win32StripFilter" Value="*.pdb"/>
|
||||
<Property Name="MacStripFilter" Value="*.a;"/>
|
||||
<Property Name="AndroidStripFilter" Value="*.a;*.so"/>
|
||||
@@ -83,7 +83,7 @@
|
||||
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/ThirdParty/Licenses/..."/>
|
||||
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/Programs/AutomationTool/..."/>
|
||||
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/Programs/AutomationToolLauncher/..."/>
|
||||
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/DotNETCommon/..."/>
|
||||
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/Programs/DotNETCommon/..."/>
|
||||
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/Programs/UnrealBuildTool/..."/>
|
||||
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Source/Programs/UnrealHeaderTool/..."/>
|
||||
<Property Name="CopyEditorExceptions" Value="$(CopyEditorExceptions);Engine/Source/Runtime/SQLiteSupport/..."/>
|
||||
|
||||
@@ -2663,6 +2663,7 @@ MinimumOSVersion=MSOS_Vista
|
||||
|
||||
[/Script/MacTargetPlatform.MacTargetSettings]
|
||||
+TargetedRHIs=SF_METAL_SM5
|
||||
+TargetedRHIs=SF_METAL_SM4
|
||||
|
||||
[HMDPluginPriority]
|
||||
; Since SteamVR also works with the Oculus Rift, give priority to the native Oculus plugin before trying SteamVR
|
||||
@@ -2809,4 +2810,4 @@ HMDWornMovementThreshold = 50.0
|
||||
bStripAnimationDataOnDedicatedServer=False
|
||||
|
||||
[/Script/Engine.MeshSimplificationSettings]
|
||||
r.MeshReductionModule="QuadricMeshReduction"
|
||||
r.MeshReductionModule="QuadricMeshReduction"
|
||||
|
||||
@@ -60,7 +60,7 @@ IncludeCrashReporter=True
|
||||
InternationalizationPreset=English
|
||||
+CulturesToStage=en
|
||||
DefaultCulture=en
|
||||
bSkipEditorContent=true
|
||||
bSkipEditorContent=false
|
||||
|
||||
[/Script/Engine.HUD]
|
||||
DebugDisplay=AI
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<TpsData xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<Name>CodeWorks for Android</Name>
|
||||
<Location>/Engine/Extras/Android/AndroidWorks/</Location>
|
||||
<Location>/Engine/Extras/AndroidWorks/</Location>
|
||||
<Date>2016-06-07T18:52:32.620967-04:00</Date>
|
||||
<Function>Packaged downloader that gets development pack from Nvidia site</Function>
|
||||
<Justification>We're using version 1R4, but intend to use all subsequent versions</Justification>
|
||||
|
||||
@@ -11,5 +11,5 @@
|
||||
<EndUserGroup>Git</EndUserGroup>
|
||||
<EndUserGroup>P4</EndUserGroup>
|
||||
</RedistributeTo>
|
||||
<LicenseFolder>/Engine/Extras/ThirdPartyNotUE/emsdk/Emscripten_License.txt</LicenseFolder>
|
||||
<LicenseFolder>/Engine/Extras/ThirdPartyNotUE/emsdk/Emscripten_License*</LicenseFolder>
|
||||
</TpsData>
|
||||
128
Engine/Extras/ThirdPartyNotUE/emsdk/Emscripten_License_libc.txt
Normal file
128
Engine/Extras/ThirdPartyNotUE/emsdk/Emscripten_License_libc.txt
Normal file
@@ -0,0 +1,128 @@
|
||||
musl as a whole is licensed under the following standard MIT license:
|
||||
|
||||
----------------------------------------------------------------------
|
||||
Copyright © 2005-2014 Rich Felker, et al.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of this software and associated documentation files (the
|
||||
"Software"), to deal in the Software without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Software, and to
|
||||
permit persons to whom the Software is furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Authors/contributors include:
|
||||
|
||||
Anthony G. Basile
|
||||
Arvid Picciani
|
||||
Bobby Bingham
|
||||
Boris Brezillon
|
||||
Chris Spiegel
|
||||
Emil Renner Berthing
|
||||
Hiltjo Posthuma
|
||||
Isaac Dunham
|
||||
Jens Gustedt
|
||||
Jeremy Huntwork
|
||||
John Spencer
|
||||
Justin Cormack
|
||||
Luca Barbato
|
||||
Luka Perkov
|
||||
Michael Forney
|
||||
Nicholas J. Kain
|
||||
orc
|
||||
Pascal Cuoq
|
||||
Pierre Carrier
|
||||
Rich Felker
|
||||
Richard Pennington
|
||||
Solar Designer
|
||||
Strake
|
||||
Szabolcs Nagy
|
||||
Timo Teräs
|
||||
Valentin Ochs
|
||||
William Haddon
|
||||
|
||||
Portions of this software are derived from third-party works licensed
|
||||
under terms compatible with the above MIT license:
|
||||
|
||||
The TRE regular expression implementation (src/regex/reg* and
|
||||
src/regex/tre*) is Copyright © 2001-2008 Ville Laurikari and licensed
|
||||
under a 2-clause BSD license (license text in the source files). The
|
||||
included version has been heavily modified by Rich Felker in 2012, in
|
||||
the interests of size, simplicity, and namespace cleanliness.
|
||||
|
||||
Much of the math library code (src/math/* and src/complex/*) is
|
||||
Copyright © 1993,2004 Sun Microsystems or
|
||||
Copyright © 2003-2011 David Schultz or
|
||||
Copyright © 2003-2009 Steven G. Kargl or
|
||||
Copyright © 2003-2009 Bruce D. Evans or
|
||||
Copyright © 2008 Stephen L. Moshier
|
||||
and labelled as such in comments in the individual source files. All
|
||||
have been licensed under extremely permissive terms.
|
||||
|
||||
The ARM memcpy code (src/string/armel/memcpy.s) is Copyright © 2008
|
||||
The Android Open Source Project and is licensed under a two-clause BSD
|
||||
license. It was taken from Bionic libc, used on Android.
|
||||
|
||||
The implementation of DES for crypt (src/misc/crypt_des.c) is
|
||||
Copyright © 1994 David Burren. It is licensed under a BSD license.
|
||||
|
||||
The implementation of blowfish crypt (src/misc/crypt_blowfish.c) was
|
||||
originally written by Solar Designer and placed into the public
|
||||
domain. The code also comes with a fallback permissive license for use
|
||||
in jurisdictions that may not recognize the public domain.
|
||||
|
||||
The smoothsort implementation (src/stdlib/qsort.c) is Copyright © 2011
|
||||
Valentin Ochs and is licensed under an MIT-style license.
|
||||
|
||||
The BSD PRNG implementation (src/prng/random.c) and XSI search API
|
||||
(src/search/*.c) functions are Copyright © 2011 Szabolcs Nagy and
|
||||
licensed under following terms: "Permission to use, copy, modify,
|
||||
and/or distribute this code for any purpose with or without fee is
|
||||
hereby granted. There is no warranty."
|
||||
|
||||
The x86_64 port was written by Nicholas J. Kain. Several files (crt)
|
||||
were released into the public domain; others are licensed under the
|
||||
standard MIT license terms at the top of this file. See individual
|
||||
files for their copyright status.
|
||||
|
||||
The mips and microblaze ports were originally written by Richard
|
||||
Pennington for use in the ellcc project. The original code was adapted
|
||||
by Rich Felker for build system and code conventions during upstream
|
||||
integration. It is licensed under the standard MIT terms.
|
||||
|
||||
The powerpc port was also originally written by Richard Pennington,
|
||||
and later supplemented and integrated by John Spencer. It is licensed
|
||||
under the standard MIT terms.
|
||||
|
||||
All other files which have no copyright comments are original works
|
||||
produced specifically for use as part of this library, written either
|
||||
by Rich Felker, the main author of the library, or by one or more
|
||||
contibutors listed above. Details on authorship of individual files
|
||||
can be found in the git version control history of the project. The
|
||||
omission of copyright and license comments in each file is in the
|
||||
interest of source tree size.
|
||||
|
||||
All public header files (include/* and arch/*/bits/*) should be
|
||||
treated as Public Domain as they intentionally contain no content
|
||||
which can be covered by copyright. Some source modules may fall in
|
||||
this category as well. If you believe that a file is so trivial that
|
||||
it should be in the Public Domain, please contact the authors and
|
||||
request an explicit statement releasing it from copyright.
|
||||
|
||||
The following files are trivial, believed not to be copyrightable in
|
||||
the first place, and hereby explicitly released to the Public Domain:
|
||||
|
||||
All public headers: include/*, arch/*/bits/*
|
||||
Startup files: crt/*
|
||||
@@ -0,0 +1,101 @@
|
||||
Emscripten is available under 2 licenses, the MIT license and the
|
||||
University of Illinois/NCSA Open Source License.
|
||||
|
||||
Both are permissive open source licenses, with little if any
|
||||
practical difference between them.
|
||||
|
||||
The reason for offering both is that (1) the MIT license is
|
||||
well-known, while (2) the University of Illinois/NCSA Open Source
|
||||
License allows Emscripten's code to be integrated upstream into
|
||||
LLVM, which uses that license, should the opportunity arise.
|
||||
|
||||
The full text of both licenses follows.
|
||||
|
||||
==============================================================================
|
||||
|
||||
Copyright (c) 2010-2014 Emscripten authors, see AUTHORS file.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
==============================================================================
|
||||
|
||||
Copyright (c) 2010-2014 Emscripten authors, see AUTHORS file.
|
||||
All rights reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and associated documentation files (the
|
||||
"Software"), to deal with the Software without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Software, and to
|
||||
permit persons to whom the Software is furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimers.
|
||||
|
||||
Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the following disclaimers
|
||||
in the documentation and/or other materials provided with the
|
||||
distribution.
|
||||
|
||||
Neither the names of Mozilla,
|
||||
nor the names of its contributors may be used to endorse
|
||||
or promote products derived from this Software without specific prior
|
||||
written permission.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE CONTRIBUTORS OR COPYRIGHT HOLDERS BE LIABLE FOR
|
||||
ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
SOFTWARE OR THE USE OR OTHER DEALINGS WITH THE SOFTWARE.
|
||||
|
||||
==============================================================================
|
||||
|
||||
This program uses portions of Node.js source code located in src/library_path.js,
|
||||
in accordance with the terms of the MIT license. Node's license follows:
|
||||
|
||||
"""
|
||||
Copyright Joyent, Inc. and other Node contributors. All rights reserved.
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to
|
||||
deal in the Software without restriction, including without limitation the
|
||||
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
sell copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
IN THE SOFTWARE.
|
||||
"""
|
||||
|
||||
The musl libc project is bundled in this repo, and it has the MIT license, see
|
||||
system/lib/libc/musl/COPYRIGHT
|
||||
|
||||
The third_party/ subdirectory contains code with other licenses. None of it is
|
||||
used by default, but certain options use it (e.g., the optional closure compiler
|
||||
flag will run closure compiler from third_party/).
|
||||
@@ -0,0 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<TpsData xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<Name>TapJoy SDK</Name>
|
||||
<Location>/Engine/Plugins/Runtime/Advertising/IOSTapJoy/ThirdPartyFrameworks</Location>
|
||||
<Date>2016-11-09T19:10:57.4480563-05:00</Date>
|
||||
<Function>Tracks ad conversions from Tapjoy ads</Function>
|
||||
<Justification>Redistributed to licensees along with UE4 so they don't have to download it themselves. Hooks into our UE4 TapJoy plugin</Justification>
|
||||
<Eula>Custom agreement between Epic/TapJoy</Eula>
|
||||
<RedistributeTo>
|
||||
<EndUserGroup>Licensees</EndUserGroup>
|
||||
<EndUserGroup>Git</EndUserGroup>
|
||||
<EndUserGroup>P4</EndUserGroup>
|
||||
</RedistributeTo>
|
||||
<LicenseFolder>None</LicenseFolder>
|
||||
</TpsData>
|
||||
@@ -1,15 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<TpsData xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<Name>NVAnselSDK</Name>
|
||||
<Name>GameWorks Binary SDK</Name>
|
||||
<Location>/Engine/Source/ThirdParty/NVAnselSDK/</Location>
|
||||
<Date>2016-09-28T15:36:00.111111-04:00</Date>
|
||||
<Function>Allows high quality in-game photography</Function>
|
||||
<Justification>This is required for UE to expose NVIDIA's free-roam photography functionality</Justification>
|
||||
<Eula>https://developer.nvidia.com/gameworks-sdk-eula</Eula>
|
||||
<Eula>Custom agreement between Epic/NVIDIA</Eula>
|
||||
<RedistributeTo>
|
||||
<EndUserGroup>Licensees</EndUserGroup>
|
||||
<EndUserGroup>Git</EndUserGroup>
|
||||
<EndUserGroup>P4</EndUserGroup>
|
||||
</RedistributeTo>
|
||||
<LicenseFolder>/Engine/Source/ThirdParty/Licenses/GameWorks Binary SDK EULA _ NVIDIA Developer.txt</LicenseFolder>
|
||||
<LicenseFolder>/Engine/Source/ThirdParty/Licenses/GameWorksBinarySDK_License.txt</LicenseFolder>
|
||||
</TpsData>
|
||||
@@ -1204,6 +1204,11 @@ void FSteamVRHMD::PostInitViewFamily_RenderThread(FRHICommandListImmediate& RHIC
|
||||
|
||||
void FSteamVRHMD::PostInitView_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) {}
|
||||
|
||||
bool FSteamVRHMD::UsePostInitView() const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
void FSteamVRHMD::UpdateViewport(bool bUseSeparateRenderTarget, const FViewport& InViewport, SViewport* ViewportWidget)
|
||||
{
|
||||
check(IsInGameThread());
|
||||
|
||||
@@ -133,6 +133,7 @@ public:
|
||||
virtual void PreRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) override;
|
||||
virtual void PostInitViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) override;
|
||||
virtual void PostInitView_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) override;
|
||||
virtual bool UsePostInitView() const override;
|
||||
|
||||
// IStereoLayers interface
|
||||
virtual uint32 CreateLayer(const FLayerDesc& InLayerDesc) override;
|
||||
@@ -175,6 +176,7 @@ public:
|
||||
|
||||
virtual void OnBackBufferResize() override;
|
||||
virtual bool Present(int& SyncInterval) override;
|
||||
virtual void PostPresent() override;
|
||||
|
||||
virtual void BeginRendering() override;
|
||||
void FinishRendering();
|
||||
|
||||
@@ -202,6 +202,11 @@ bool FSteamVRHMD::D3D11Bridge::Present(int& SyncInterval)
|
||||
return true;
|
||||
}
|
||||
|
||||
void FSteamVRHMD::D3D11Bridge::PostPresent()
|
||||
{
|
||||
//Plugin->VRCompositor->PostPresentHandoff();
|
||||
}
|
||||
|
||||
#endif // PLATFORM_WINDOWS
|
||||
|
||||
#endif // STEAMVR_SUPPORTED_PLATFORMS
|
||||
@@ -4,6 +4,8 @@
|
||||
DeferredLightPixelShaders.usf:
|
||||
=============================================================================*/
|
||||
|
||||
#define SUPPORT_CONTACT_SHADOWS 1
|
||||
|
||||
#include "Common.usf"
|
||||
#include "DeferredShadingCommon.usf"
|
||||
#include "DeferredLightingCommon.usf"
|
||||
|
||||
@@ -48,11 +48,7 @@ struct FSimpleDeferredLightData
|
||||
bool bInverseSquared;
|
||||
};
|
||||
|
||||
#ifdef THREADGROUP_SIZEX
|
||||
#define REFERENCE_QUALITY 0
|
||||
#else
|
||||
#define REFERENCE_QUALITY 0
|
||||
#endif
|
||||
|
||||
#undef LIGHT_SOURCE_SHAPE
|
||||
#define LIGHT_SOURCE_SHAPE 1
|
||||
@@ -346,6 +342,10 @@ float ShadowRayCast(
|
||||
return 1 - Shadow;
|
||||
}
|
||||
|
||||
#ifndef SUPPORT_CONTACT_SHADOWS
|
||||
#error "Must set SUPPORT_CONTACT_SHADOWS"
|
||||
#endif
|
||||
|
||||
/** Calculates lighting for a given position, normal, etc with a fully featured lighting model designed for quality. */
|
||||
float4 GetDynamicLighting(float3 WorldPosition, float3 CameraVector, FGBufferData GBuffer, float AmbientOcclusion, uint ShadingModelID, FDeferredLightData LightData, float4 LightAttenuation, uint2 Random)
|
||||
{
|
||||
@@ -470,7 +470,7 @@ float4 GetDynamicLighting(float3 WorldPosition, float3 CameraVector, FGBufferDat
|
||||
// Commented out because it reduces character shading quality.
|
||||
//SurfaceShadow *= saturate(dot(N, L) * 6 - 0.2);
|
||||
|
||||
#ifndef THREADGROUP_SIZEX
|
||||
#if SUPPORT_CONTACT_SHADOWS
|
||||
BRANCH
|
||||
if( LightData.ShadowedBits > 1 && LightData.ContactShadowLength > 0 )
|
||||
{
|
||||
@@ -488,7 +488,7 @@ float4 GetDynamicLighting(float3 WorldPosition, float3 CameraVector, FGBufferDat
|
||||
SurfaceShadow = AmbientOcclusion;
|
||||
}
|
||||
|
||||
#ifndef THREADGROUP_SIZEX
|
||||
#if SUPPORT_CONTACT_SHADOWS
|
||||
BRANCH
|
||||
if( LightData.ShadowedBits < 2 && GBuffer.ShadingModelID == SHADINGMODELID_HAIR )
|
||||
{
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user