#rb jens.petersam
#ROBOMERGE-SOURCE: CL 12639572 via CL 12644286 via CL 12644366 via CL 12649419 via CL 12649467 via CL 12649516
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12649559 by chris adams in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
Solve issues during start-up where the HW window can be created/lost before the game can use it or OS displaying android ANR message if GT is too busy to respond to system events.
Window access is guarded with mutex that guarantees a valid window HW exists when locked.
Rendering thread is blocked when the window is lost (to prevent RHIs accessing surfaces belonging to the lost window)
Window dimensions are cached so that most window dimension queries just read from the cache.
[FYI] chris.babcock, Ryan.Vance
#rb jack.porter, chris.babcock,Dmitriy.Dyomin
#ROBOMERGE-OWNER: allan.bentham
#ROBOMERGE-AUTHOR: allan.bentham
#ROBOMERGE-SOURCE: CL 7062033 via CL 7062034 via CL 7062345
#ROBOMERGE-BOT: (v367-6836689)
[CL 7062346 by allan bentham in Main branch]
#android
[FYI] josh.adams
#rb josh.adams
#ROBOMERGE-SOURCE: CL 6633550 via CL 6633552 via CL 6635808 via CL 6637213
#ROBOMERGE-BOT: (vundefined-6620334)
[CL 6637367 by chris babcock in Main branch]
- Android ID changes untested yet
#rb michael.kirzinger
[FYI] michael.kirzinger,chris.babcock
#ROBOMERGE-SOURCE: CL 6628745 via CL 6628746 via CL 6628747 via CL 6632036
#ROBOMERGE-BOT: (vundefined-6620334)
[CL 6632203 by josh adams in Main branch]
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people
#ROBOMERGE-OWNER: josh.adams
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024
[CL 5226277 by Josh Adams in Main branch]
#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
#4666https://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]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 2932765 by Nick.Whiting
Merging updated license files for Oculus libraries
Change 3480552 by Dustin.Holmes
Added map and gamemode for calibration
#jira UEVR-808
Change 3502253 by Nick.Whiting
Trying to fix up p4's botch of the merge
Change 3513736 by Keli.Hlodversson
Move duplicated late update code into a common FLateUpdateManager
#jira UEVR-893
Change 3514798 by Mike.Beach
#4.17
Exposing a way for Blueprint users to remap the SteamVR controller's d-pad buttons (clashes with the Oculus mappings).
#jira UE-42634
Change 3516042 by Dustin.Holmes
Runtime handedness changes in Vive controllers are now reflected when a new device is connected. Device mappings are also reset when a device disconnects, so that if it connects again it fully reregisters instead of just assuming the role it previously had.
Change 3517781 by Keli.Hlodversson
Remove unused local variable bUseCustomPresentTexture
Change 3517951 by Mike.Beach
#4.17
Guarding against dereferencing a null pointer. Defaulting to the identity when we don't (yet) have a valid head pose to use.
#jira UE-43685
Change 3518142 by Mike.Beach
#4.17
Resolving fallout from bad merge (CL 3514868) - checking for teminating null in array (which was added to keep ARRAY_COUNT from acting on an empty array).
Change 3523183 by Ryan.Vance
#jira UE-46493, UEVR-661
Fixes GearVR only displaying a black screen on startup
Fixes GearVR rendering incorrectly with mobile multi-view w/o direct mode enabled
Adding mobile multi-view direct support to Daydream
Change 3523718 by Nick.Whiting
Adding core controller recentering delegate, and moving Google over to that system.
Change 3527263 by Dan.Oconnor
Mirror 3526925 for Nick Donaldson
Change 3533596 by Dustin.Holmes
Add garbage matte map, gamemode, and blueprints.
Change 3533598 by Dustin.Holmes
Expose the Set Tint Color and Opacity function for Widget Components as a Blueprint node.
Change 3538139 by Mike.Beach
Moving Oculus debug shader directly into Oculus plugin.
#jira UE-47134
Change 3543185 by Nick.Atamas
Address UEVR-891 : Merge in changes to Google Tango plugin.
#jira UEVR-891
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3545505 by Nick.Atamas
Fix UEVR-851 : some fix-ups to MeshReconHUD and overlay material now has a material parameter for tinting the reconstructed mesh to help debug visualization.
Change 3547549 by Jeff.Fisher
Fixing DefaultSpectatorScreenController comment.
Change 3551339 by Ryan.Vance
#jira UE-44947
Editor primitives we not being handled correctly with ISR.
Change 3554169 by Dustin.Holmes
Reconcile missed Mixed Reality blueprint
Change 3566825 by Mike.Beach
Fixing some bad merges from Main (fallout from CL 3566309)
Change 3567143 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3567572 by Mike.Beach
[WIP] Adding some MR plugin dependencies to keep CIS quiet (SteamVR is just temporary, and will be removed).
Change 3569116 by Jeff.Fisher
Mixed reality build breaks for PS4
-Module is dependent on steamvr, so don't build it for PS4.
-Removed unused class that doesn't compile with clang.
Change 3569362 by Mike.Beach
Organizing MR plugin content, to make way for new calibration modes.
Change 3572802 by Jeff.Fisher
UEVR-832 Add save/load system for calibrated camera settings
-Moved MixedRealityConfigurationSaveGame to c++.
#review-3571779
#jira UEVR-832
Change 3573864 by Mike.Beach
[WIP] Initial work on MR cam alignment controller - records point/frustum data from user input.
Change 3575900 by Jeff.Fisher
Vive spectator flat rect expanded to match other platforms.
-The vive 'full flat eye' rect was narrower than other platforms. Expanded it to be closer to the other platforms.
Change 3578684 by Mike.Beach
Static analysis fixes for CIS.
#jira UE-48204, UE-48203, UE-48206
Change 3579460 by Mike.Beach
[WIP] New calibration mode for camera alignment.
#jira UEVR-785
Change 3581232 by Mike.Beach
[WIP] Saving off alignment calibration data, and loading it on initialization. We skip alignment calibration if it has been configured.
#jira UEVR-832
Change 3588411 by Mike.Beach
[WIP] Adding calibration for compositing (chroma color, etc.).
#jira UEVR-785
Change 3588541 by Mike.Beach
[WIP] Cleaning up some display issues with the MR calibration.
#jira UEVR-785
Change 3588680 by Mike.Beach
Re-organizing the MR content, now that the alignment controller calibrates more than just alignment (renaming, etc.).
Change 3588694 by Mike.Beach
Renaming the MR calibration pawn (since it doesn't do any calibrating itself).
Change 3591518 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3591671 by Ryan.Vance
Debug stereo layer support
This adds an option to render the debug canvas to a stereo layer which greatly improves console and stat readability in an hmd.
Change 3591812 by Ryan.Vance
Don't snap motion controllers to the origin when tracking is lost.
Change 3594681 by Mike.Beach
[WIP] Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3596679 by Mike.Beach
CIS fix (likely fallout from CL 3591671) - changing the order of initialization to better match the order of declaration.
Change 3598191 by Jeff.Fisher
UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data.
-Created MixedRealityGarbageMatteCaptureComponent. An instance of this is spawned by and attached to MixedRealityCaptureComponent. Saved config data is loaded into it. It spawns a garbage matte actor. It then captures the garbage matte actor into a render target (which is set on MixedRealityCaptureComponent).
#jira UEVR-807
#review-3598179
Change 3598276 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3598332 by Mike.Beach
Guarding against a blind cast in the SteamVRChaperone component, which can be used cross platform (can't assume SteamVR).
Change 3605271 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3608490 by Jeff.Fisher
UEVR-987 Social Screen PS4 need to go to 'mirroring' for hmd setup dialog because system dialogs are not visible in separate mode.
UEVR-988 SpectatorScreen Flickering
UE-47234 Spectator screen: need frame delay before assigning dynamically created rendertarget to spectator texture
UE-47310 Spectator Screen: crash if you release a render target which is assigned as the spectator texture
-Test level content for all of these bugs.
Change 3608883 by Jeff.Fisher
UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data.
-Set material to use the garbage matte render target.
Change 3613292 by Mike.Beach
Moving header fcn decl up, under the proper interface section (for organization's sake).
Change 3616943 by Nick.Whiting
Updating SteamVR libraries to 1.0.9, so we can bring back macOS support
Change 3616970 by Nick.Whiting
Adding in steamvr visible area mesh support. Can be toggled with vr.SteamVR.UseVisibleAreaMesh
Change 3617866 by Mike.Beach
Updating the VR template to reflect Oculus HMD device naming that we've keyed off of in these Blueprints (when determining which VR system we're running on).
Change 3620108 by Mike.Beach
[WIP] Adding an intermediate calibration step to tweak the MR virtual cam's alignment.
Change 3620982 by Mike.Beach
Tying off some loose ends with the MR calibration map:
* Saving after each calibration phase
* Fixing blocked input from garbage matte creation
* Blocking input handling while exiting/previewing
* Adding minimum radius for random screen pt
Change 3621551 by Mike.Beach
[MR] Leveraging camera support in the new media framework - working for limited cameras in calibration.
Change 3621552 by Mike.Beach
[MR calibration] - fixing it so when you first switch into compoisiting calibration it updates the property readout.
Change 3621660 by Mike.Beach
[MR calibration] Cleaning up how we display text (adding a struct to wrap the coresponding properties).
Change 3623323 by Dustin.Holmes
Fix buffer overflow when using 5+ Vive generic trackers and add more Special hand designations to cover the maximum 11 trackers Vive supports
Change 3625900 by Keli.Hlodversson
Remove fixed 16:9 aspect ratio for SteamVR and Oculus splash screens.
Oculus was already fixed in CL#3413801, but regressed with plugin renaming and unificiation with GearVR in CL#3502152.
#jira UE-40220 StereoLayer splash layers are hardcoded to 8 by 4.5 meters (16:9 aspect ratio)
Change 3628409 by Mike.Beach
Speculative CIS fix.
#jira UE-49339
Change 3628440 by Nick.Whiting
Fix for SteamVR OSX build issues
Change 3628489 by Nick.Whiting
Fix for win32 build break
Change 3629045 by Mike.Beach
Shadowed variable name fix (CIS).
Change 3629202 by Arciel.Rekman
Copying //UE4/Partner-Valve@3629179 to Dev-VR (//UE4/Dev-VR)
Change 3629340 by Nick.Atamas
Unshelved and resolved changes from Oculus.
Change 3629772 by Ryan.Vance
Fixing Oculus Vulkan related compile issues. This will break Oculus Vulkan support, but the code needs to be refactored anyway.
Change 3629833 by Mike.Beach
Fixing up CIS warning introduced by Oculus 1.17 changes - "unsafe conversion" warning
#jira UE-49376
Change 3630696 by Jeff.Fisher
UE-49415 //UE4/Dev-VR: Incremental UE4Editor Win64 completed with errors - 5 Errors
Switching an include to a forward declaration
-Not sure why the previous version didn't compile on the build machine, but fewer dependencies is good.
Change 3630783 by Mike.Beach
Fixing CIS compiler failures for our vehicle templates.
#jira UE-49417
Change 3630802 by Mike.Beach
Better fix than 3630783 - updating the vehicle template's stereoscopic check (fixing the VehicleHud.cpp logic as well)
#jira UE-49417
Change 3630870 by Mike.Beach
Pragma'ing out a function pointer cast warning. Good warning, but I figure we know what we're doing here and there's no other way around it.
#jira UE-49376
Change 3630993 by Ryan.Vance
Check to ensure we have a valid third camera before trying to use it.
We could check >= 3 or if the left and right cameras are left/right stereo etc. decided to go with the simple test for now.
Change 3631322 by Jeff.Fisher
UEVR-909 PIP in Garbage Matte
-Added ExternalGarbageMatteActor to MixedRealityGarbageMatteCaptureComponent and exposed it to blueprint though MixedRealityCaptureComponent. This lets us switch from using the normal mixed reality component save/load garbage matte data and instead use an external actor, in this case the actor we use to setup the garbage matte. Then the mask is able to capture that actor live as it is edited.
-Also implemented GetViewOwner() so that we can use SetOwnerOnlySee to prevent other cameras and captures from seeing the garbage matte actor.
-Calibration level now uses the external garbage matte actor to let the garbate matte mask live update. It also does a picture-in-picture preview of the mixed reality scene. 'P' can show/hide the garbage matte actor on that PIP preview.
-Added SetUnmaskedPixelHighlightColor to MixedRealityCaptureComponent and the material. With this one can make unmasked video pixels more obvious in the output. The calibration level has this mapped to shift-P and makes pixels bright yellow to white.
-Added blueprint to calibration level to make the garbage matte actor visible in the mixed reality capture. That is bound to ctrl-g.
-GarbageMatteActors spawned by the mixed reality capture component are now attached to the vr origin. The calibration level now saves garbage matte mesh transforms relative to the vr origin.
-The garbage matte mesh is now plugin content, and is referenced in the mixedrealitycomponent default object, so it is cooked in any project that includes the plugin.
-Fog and AtmosphericFog no longer affect the garbage matte mask capture... there may be other things we need to turn off there.
#review-3618345
#jira UEVR-909
Change 3631362 by Keli.Hlodversson
#jira UE-49418 Exiting Google Instant Preview displays half of the editor viewport as black.
Note convoluted fix: passing bIsStereoScopic3D to IsActiveThisFrame. ISceneViewExtension code cannot rely on StereoRenderingDevice->IsStereoEnabled to know whether to render in stereo, as the current viewport widget may disable it. This was not a problem before the refactoring, as HMD-related viewextensions were only added to the active list after establishing that stereo indeed was enabled and allowed by the current view port widget.
Change 3631887 by Jeff.Fisher
Fixing IsActiveThisFrame build break.
Change 3632206 by Nick.Atamas
Fix for UE-49413.
Registering FOculusHMD as an extensions the same way as others: now creates an XRCamera that passes all the calls back to the HMD.
Change 3632264 by Nick.Whiting
Fix for Vive rendering getting cropped off due to invalid subrect values being submitted to the compositor.
Change 3632340 by Nick.Atamas
Merged in change from Loren; opted for our solution to ViewExtensions instead of the one in the changelist.
Original description below.
Change 3632214 by Loren.McQuade@Loren.McQuade_Dev-VR on 2017/09/07 19:51:29 *pending*
[Dev-VR] Added OculusHMD_SceneViewExtension, PlayerPosition/PlayerOrientation values, FOculusHMD::GetRelativeEyePose cross-eyed madness (CL 3631541, 3631687)
Change 3632353 by Ryan.Vance
#jira UE-49468
Don't apply xr camera rotation on the player controller when not using xr tracking.
Change 3632735 by Keli.Hlodversson
Better fix for #jira UE-49413.
Revert oculus xr camera code and use that one can have more than one view extension registered instead.
Use GetPriority to have the OculusHMD view extension code execute after the default xr camera.
The xr camera subclass did not forward the calls to ISceneViewExtension to the parent, breaking various functionality such as late update.
Fixes a crash when entering VR pie twice, back to back.
Change 3632752 by Keli.Hlodversson
Applying change 3632592 by Loren.McQuade@Loren.McQuade_Dev-VR_Branch on 2017/09/08 02:08:22
[Dev-VR] Push //UE4/Partner-Oculus@3632591 #rb merge
//UE4/Partner-Oculus to //UE4/Dev-VR/...
Reverted OculusHMD_XRCamera changes, as that clas has been removed in the interim.
Change 3633211 by Mike.Beach
Backing out Oculus MotionController hiding that accidently got submitted - we decided not to adopt this change originally.
Change 3633315 by Jeff.Fisher
merge from main with dev-platform problem children
-expecting SDRBackBuffer stuff to be wrong.
Change 3634006 by Mike.Beach
Resurecting Oculus clip plane settings which got dropped in the IXR refactor.
#jira UE-49520
Change 3634639 by Keli.Hlodversson
Avoid include cycle
https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/68863219?stepName=UE4Editor%20Static%20Analysis%20Win64%20%28IncludeTool%29&jobId=7995809&jobName=UE4%20Dev-VR%20-%20CL%203632752%20-%20Nightly%20Build&tabGroup=diagnosticHeader&firstPage=1
Change 3634641 by Jeff.Fisher
UE-49535 Lighting is blown out when playing in VR Preview on Vive
-Need pixel format to be PF_B8G8R8A8 for vr, now the plugins all build their render target and use that format.
#review-3634623
Change 3634682 by Jeff.Fisher
IHeadMountedDisplay forward declarations needed.
Change 3634690 by Ryan.Vance
We can't override the screen percentage when rendering for stereo
#jira UE-49287
Change 3635970 by Keli.Hlodversson
#jira UE-49563 Crash while opening QA-Game Referencing SharedPointer.h
Verify that StereoRendering is valid before calling IsStereoEnabled()
Change 3635979 by Mike.Beach
CIS static analysis fix - checking a ptr for null before we use it.
#jira UE-49531
Change 3636059 by Mike.Beach
Fixing XR system name aliasing for the -hmd command.
[CL 3638830 by Ryan Vance in Main branch]
#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]
#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]
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]