aurel cordonnier
d17d20ca36
Merge from Release-Engine-Test @ 16758890 to UE5/Main
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This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719 (and Release-17.00 @ 16658211)
[CL 16763350 by aurel cordonnier in ue5-main branch]
2021-06-23 17:51:32 -04:00
Florin Pascu
765b14e43b
RG11B10 + SceneDepthAux 16/32F + Alpha Propagate
...
For Forward ES31
Default SceneColor RG11B10 + R16F\32F Depth texture
With PropagateAlpha on RGBA16F + R16F\32F
PostProcess we sample SceneDepthAux for Depth
For Deferred ES31
SceneDepthAux only for Metal
PropagateAlpha not working yet
PostProcess we sample SceneDepthTexture for Depth
cvar to change Depth texture from 16 to 32Fr.Mobile.SceneDepthAux
cvar for AlphaPropagate r.Mobile.PropagateAlpha
#jira UE-98033
#rb Dmitriy.Dyomin, Carl.Lloyd, Jack.Porter
[CL 16644095 by Florin Pascu in ue5-main branch]
2021-06-11 13:46:35 -04:00
aurel cordonnier
e0ad4e25df
Merge from Release-Engine-Test @ 16624776 to UE5/Main
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This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576
[CL 16625248 by aurel cordonnier in ue5-main branch]
2021-06-10 13:13:24 -04:00
Steve Robb
cf2ddcf8db
Fix for variable-precision floating point types in FGenericWidePlatformString::GetVarArgs() and Android's vswprintf.
...
#rb brandon.schaefer
#jira none
[CL 16603053 by Steve Robb in ue5-main branch]
2021-06-09 07:28:25 -04:00
aurel cordonnier
43fa62fcd8
Merge from Release-Engine-Test @ 16487383 to UE5/Main
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This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526
[CL 16488106 by aurel cordonnier in ue5-main branch]
2021-05-27 13:40:37 -04:00
Chris Babcock
3384cabad2
Fix issue with access to UE4Game directories
...
#jira UE-115678
#ue5
#android
#review-16318267 @Brandon.Scahefer
#rb Brandon.Scahefer
[CL 16318262 by Chris Babcock in ue5-main branch]
2021-05-13 16:31:29 -04:00
aurel cordonnier
8eebe8841f
Merge UE5/RET @ 16305968 to UE5/Main
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This represents UE4/Main @ 16261013 and Dev-PerfTest @ 16259937
[CL 16306996 by aurel cordonnier in ue5-main branch]
2021-05-12 18:10:03 -04:00
aurel cordonnier
50944fd712
Merge UE5/RES @ 16162155 to UE5/Main
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This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156
[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Marc Audy
01b7c9f4f5
Merge UE5/RES @ 15958325 to UE5/Main
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This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304
[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
jack porter
946b30a59a
Remove UE3/UE4 references
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#jira UE-112108
#jira UE-111469
#jira UE-111456
#jira UE-111451
#jira UE-111331
#jira UE-111149
#jira UE-111136
#jira UE-110941
#jira UE-104701
#rb trivial
[FYI] Chris.Babcock
#preflight 606446947a99880001b3cbac
#ROBOMERGE-SOURCE: CL 15872931 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15872932 by jack porter in ue5-main branch]
2021-03-31 06:40:14 -04:00
Marc Audy
0cbbc781ca
Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
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This represents UE4/Main @ 15709114
[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -04:00
paul chipchase
2f83d98619
Add an overload to the /= operator for FString that is compatible with FStringView/TStringBuilder/FString and removed the FString specific /= operator.
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- To maintain backwards compatibility an overload for non TCHAR raw string types has also been added which will be converted to the correct format via a temp FString first.
- Fixed cases of Fstring /= char* found in AndroidPlatformFile.cpp and PythonScriptPluginPreload.cpp
- Added unit tests for the /= operator when passing in TCHAR*, ANSICHAR*, FString, FStringView and TStringBuilder in various forms.
- Changed GetNumfor TStringBuilderBase to return int32 (which is what TStringBuilderBase::Len() returns anyway) rather than SIZE_T to prevent compiler warnings about casting types.
#rb Steve.Robb
[CL 15674959 by paul chipchase in ue5-main branch]
2021-03-11 04:03:02 -04:00
chris babcock
a28ed1ac52
Disable HWCPipe on non-ARM architectures
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#jira UE-110110
#ue5
#android
[at]Brandon.Schaefer
[FYI] Dmyto.Vovk
#rb Brandon.Schaefer
#ROBOMERGE-SOURCE: CL 15640819 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
[CL 15640866 by chris babcock in ue5-main branch]
2021-03-08 12:09:55 -04:00
Marc Audy
8f73cd7fa9
Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
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This represents UE4/Main @ 15601601
[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Martin Ridgers
b8ed8ba3d4
When capturing and reporting callstacks, use the return address of a failure instead of a count of stack frames to trim. The count approach was spread about in many places and fragile to maintain as code changed. This resulted in "noisy" callstacks with distracting boilerplate present like assert dispatch functions.
...
#rb brandon.schaefer,will.damon,johan.berg
#rnx
#ushell-cherrypick of 15568119 by Martin.Ridgers
[CL 15568152 by Martin Ridgers in ue5-main branch]
2021-03-02 07:48:13 -04:00
Patrick Laflamme
a98b2214e3
On Windows, fixed CRC (out of process mode for Editor) generating an incomplete portable callstack when the crash occurred because a null function pointer was invoked
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- When CRC runs out of process, instead of reading the current thread context of the crashed thread, read and use the crash context that was reported during the crash (which is different).
- Added an optional context parameter to FGenericPlatformStackWalk::CaptureThreadStackBackTrace(), implemented it across all platforms, but only used on Windows.
On Windows, fixed InitStackWalking() and InitStackWalkingForProcess() to reset the process that needs to be walked.
- CRC, running out of process may run its own process or the Editor process and which ever was walking first ruled out the other.
#jira UE-105006 - [CrashReporter] VCRUNTIME140!7fffce010000 + e390
#rb Johan.Berg
#preflight 15217159
[CL 15319737 by Patrick Laflamme in ue5-main branch]
2021-02-04 14:06:44 -04:00
Marc Audy
cac1fe0019
Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
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This represents UE4/Main @ CL# 15277572
[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Chris Babcock
a2d9bd542e
Change Android class names from ue4 to unreal
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#jira UE-104943
#ue5
#android
#review @Jack.Porter
#rb Jack.Porter
[CL 15284943 by Chris Babcock in ue5-main branch]
2021-02-02 17:21:35 -04:00
Marc Audy
bc88b73a29
Merge Release-Engine-Staging to Main @ CL# 15151250
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Represents UE4/Main @ 15133763
[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Jack Porter
9aacfb79c5
Change Android and iOS logging tags from [UE4] to [UE]
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Change default logfile names from UE4 to Unreal
#rb trivial
#fyi Chris.Babcock
[CL 14974968 by Jack Porter in ue5-main branch]
2021-01-04 09:37:25 -04:00
Marc Audy
ada7c144fa
Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
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[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Marc Audy
a7f9391231
Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
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This represents UE4/Main @ 14768117
For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer
[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Marc Audy
68150e0be7
Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
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This represents UE4/Main @ 14594913
[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marc Audy
4c1bb11c29
Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
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This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck
[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marc Audy
50a3d7d368
Merge Release-Engine-Staging to Main @ CL# 14467590
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This represents UE4/Main @ 14432125 + some cherrypick fixes
[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00