[FYI] zach.bethel
First Original CL Desc
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Moved volumetric volume to RHICmdList.
[CL 27054300 by bob tellez in ue5-main branch]
Make TangentsType have an explicit 'Default' value, which will currently map to ExternallyProvided. ExternallyProvided is also renamed to "From Dynamic Mesh" in the UI.
#jira UE-187523
#rb ryan.schmidt
[CL 26433246 by jimmy andrews in ue5-main branch]
- RHICreate{Vertex, Index, Structured}Buffer
- RHICreate{ShaderResource, UnorderedAccess}View
- RHIUpdateUniformBuffer
- Various initialization / locking methods for helper buffer types in RHIUtilities.h
The goal is to continue to force resource creation through command lists to avoid surprises with moving things off the render thread.
#rb christopher.waters
[CL 26183242 by zach bethel in ue5-main branch]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
* Changed type dllexport to method/staticvar dll export. Various changes for code that upgrade script get wrong
[CL 26082043 by henrik karlsson in ue5-main branch]
Add RecomputeNormalsForMeshSelection, allows subset of normals to be recomputed. Add bDeferChangeNotifications option to RecomputeNormals.
Add ComputeMeshLocalUVParam, computes expmap parameterization on bounded-geodesic-radius area of mesh
#rb none
[CL 26034446 by ryan schmidt in ue5-main branch]
ModelingComponents: Add ShapeSet member for passing simple collision shapes in FCreateMeshObjectParams, support in relevant functions in UEditorModelingObjectsCreationAPI. Add UE::Geometry::GetCollisionShapes() functions in ComponentCollisionUtil.h, and update various functions to support DynamicMeshComponent
DynamicMeshComponent: change signature of GetSimpleCollisionShapes() to return const ref
#rb david.hill
#preflight 6421ca54973e609670a408c7
[CL 24819452 by ryan schmidt in ue5-main branch]
- Removing MaterialAttributeDefinitionMap and MaterialRenderProxy from MaterialShared.h
- Removing MaterialShared from Material.h
#preflight 639cbb35776b61ba3b82f03e
[CL 23541603 by christopher waters in ue5-main branch]
* Remove the need to call BuildInstanceMaskAndFlags(), BuildRayTracingInstanceMaskAndFlags() manually in GetXXRayTracingInstance(). They will be called in the renderer module. All functions manually called has been removed.
* Remove the RENDER_API public api for those functions, as they cause link error in the Engine module (where the header is included in the Engine build file for static library link. the RENDERER_API is interpreted as dllimport, which will not link the functions in RayTracingInstance.cpp) and there is no need to call them outside of renderer module.
* A callback function is added to FRayTracingInstance, use it for RaytracingInstanceMaskandFlags caching.
Note: this is a first step to separate the instance mask between RayTracing and PathTracing, where PathTracing uses a totally different instance mask. This cleanup is un-avoidable if we want to keep rendering related code in the renderer module.
#rb Yuriy.ODonnell
#jira UE-172742
#preflight 6399002f2960b732202acc7c
[CL 23514248 by tiantian xie in ue5-main branch]