Commit Graph

8 Commits

Author SHA1 Message Date
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#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]
2019-12-26 14:45:42 -05:00
Rolando Caloca
f83ae4807a Copying //UE4/Dev-Rendering@9317594 to Dev-RenderPlat-Staging
#rb none
#rnx

[CL 9317904 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2019-10-01 13:03:04 -04:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Nick Penwarden
6d5e1da95f Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2774277 on 2015/11/19 by Gil.Gribb

	UE4 - Did minor optimizations to the PS4 RHI and drawlists.

Change 2791226 on 2015/12/04 by Uriel.Doyon

	Added source code for Embree 2.7.0
	Removed duplicate files from the /doc folder.

Change 2800193 on 2015/12/11 by Marcus.Wassmer

	SSAO AsyncCompute support.
	#rb Martin.Mittring

Change 2801631 on 2015/12/14 by Olaf.Piesche

	Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic

	#rb martin.mittring

Change 2803240 on 2015/12/15 by Gil.Gribb

	UE4 - Added command to collect stats on spammy stats.

Change 2803476 on 2015/12/15 by Rolando.Caloca

	DR - Allow toggling compute skin dispatch at runtime
	- r.SkinCacheShaders Now enable the shaders and feature
	- r.SkinCaching enables toggling at runtime
	- r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting
	- Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes)
	#codereview Marcus.Wassmer, Martin.Mittring

Change 2803940 on 2015/12/15 by Marcus.Wassmer

	Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes.  So far it looks like WaveLimits behave better in UE4.

	Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries.  In my testing this takes SSAO cost from .5ms -> .2ms.   However it had to be hacked to run without normals.  Hopefully Martin can get some real AsyncSSAO in.

	#rb Martin.Mittring
	#codereview Martin.Mittring

Change 2803999 on 2015/12/15 by Uriel.Doyon

	Refactored the shader complexity material override logic to allow other viewmodes shader overrides.
	TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming.
	WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming.
	Added an option to stream textures based on the AABB distance instead of using the sphere approximation.
	Added an option to only keep a the wanted mips.
	Moved optimization related viewmodes into a submenu to avoid polluting the interface.
	#jira UE-24502
	#jira UE-24503
	#jira UERNDR-89

Change 2804150 on 2015/12/15 by Olaf.Piesche

	make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency

	#rb martin.mittring

Change 2804367 on 2015/12/15 by Daniel.Wright

	Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map

Change 2805293 on 2015/12/16 by Olaf.Piesche

	logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.)

	#rb martin.mittring

Change 2805586 on 2015/12/16 by Zabir.Hoque

	Adding support for decals to fade and destroy themselves automatically.

	#CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche

Change 2807663 on 2015/12/17 by Rolando.Caloca

	DR - Remove expensive logging
	#codereview Marcus.Wassmer

Change 2807903 on 2015/12/17 by Zabir.Hoque

	Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints.

	#CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche

Change 2809261 on 2015/12/18 by Martin.Mittring

	Added VisualizeShadingModels to track down issues like that:
	  FORT-16913 Textures on Hero Mesh is not shown
	#rb:David.Hill
	#code_review:Bob.Tellez

Change 2810136 on 2015/12/21 by Rolando.Caloca

	DR - Added back draw event colors
	PR #1602
	#jira UE-21526
	#codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams

Change 2810680 on 2015/12/21 by Martin.Mittring

	moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering
	#test:editor

Change 2811205 on 2015/12/22 by Brian.Karis

	Pulled clear coat out of the reflection compute shader. Added permutation for skylight.

	Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade.

Change 2811275 on 2015/12/22 by David.Hill

	UE-24675
	#rb martin.mittring

	Corrected buffer-size related problem with fringe.

Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00