Commit Graph

2107 Commits

Author SHA1 Message Date
alejandro aguilar
d32fd27232 Movement of configuration to base files to avoid overriding project settings
#jira UE-163679
#review-22524674 @Sam.Zamani, @Chris.Varnsverry, @Josh.Adams
#preflight 634e6552820aa0c1932d79ce

[CL 22595624 by alejandro aguilar in ue5-main branch]
2022-10-18 05:07:28 -04:00
sebastien hillaire
28c3f164a2 Clouds are now using default mode0 again to go back to original performance.
Game still have the shadow spatial filtering disabled in its own config. (not in base scalability, which will fix UE-167200).
Tested in editor
#rb none
#jira UE-167200
[FYI] jordan.walker, daniel.elliott, ben.woodhouse, kevin.ortegren

[CL 22563021 by sebastien hillaire in ue5-main branch]
2022-10-17 09:27:48 -04:00
Rafa Lecina
4f97a71822 Fix some deprecations and issues found in OnlineSubsystemFacebook RESTful implementation
- Using bUsePopup=false was making very easy to break the login flow
 - Added some commands to test facebook login/logout/list friends
 - Removed deprecated permissions and fields
 - Fixed redirection parsing. It was not properly handling errors so login was kept unfinished
 - Fixed parsing user picture data

#jira UE-162599
#review @Sam.Zamani, @Bertrand.Carre, @Chris.Varnsverry
#preflight 6343f9f64062366babe7730f

[CL 22558156 by Rafa Lecina in ue5-main branch]
2022-10-17 03:38:23 -04:00
sebastien hillaire
fcc20f8f05 Volumetric Cloud now uses mode 2 in order to test how it would look and cost. Should fix reprojection and opaque edge artefact.
Tested in the editor and was fine.
#rb none
[FYI] jon.lauf, sebastien.hillaire, qilong.han, daniel.elliott, bob.tellez

[CL 22539643 by sebastien hillaire in ue5-main branch]
2022-10-14 19:05:33 -04:00
Zousar Shaker
fee1c826d6 Update references to "Horde Storage" to "Unreal Cloud DDC" or appropriate variations.
Specifically:
HordeStorageServers-> StorageServers
HordeStorage  -> UnrealCloudDDC
Horde Storage -> Unreal Cloud DDC

#rb matt.peters
#fyi devin.doucette
#fyi joakim.lindqvist
#jira UE-167262
#preflight 6349da9bad0f7e2f206125e3

[CL 22538004 by Zousar Shaker in ue5-main branch]
2022-10-14 18:39:39 -04:00
bob tellez
9f4615bf8d [Backout] - CL22511468
[FYI] Sebastien.Hillaire
Original CL Desc
-----------------------------------------------------------------
Volumetric Cloud now uses mode 2 in order to test how it would look and cost. Should fix reprojection and opaque edge artefact.
#rb none
[FYI] jon.lauf, sebastien.hillaire, qilong.han, daniel.elliott

[CL 22535273 by bob tellez in ue5-main branch]
2022-10-14 17:26:40 -04:00
sebastien hillaire
33d44a2bae Volumetric Cloud now uses mode 2 in order to test how it would look and cost. Should fix reprojection and opaque edge artefact.
#rb none
[FYI] jon.lauf, sebastien.hillaire, qilong.han, daniel.elliott

[CL 22534976 by sebastien hillaire in ue5-main branch]
2022-10-14 17:17:15 -04:00
Matt Peters
3b57fa2789 IncrementalCooking: Add DeclareConstructClasses for classes that need it. Fix some transient UObjects that assert they are never persistently serialized to support Serialize being called on their ClassDefaultObject to support DeclareCustomVersions.
#rb Zousar.Shaker
#rnx
#preflight 63497341f622f6c4bb1dd625

[CL 22529151 by Matt Peters in ue5-main branch]
2022-10-14 12:42:43 -04:00
sebastien hillaire
226bd8555c Disabled cloud beer shadow map spatial filtering in game, except for cinematic.
#rb none
[FYI] jon.lauf, sebastien.hillaire, qilong.han, daniel.elliott

[CL 22505829 by sebastien hillaire in ue5-main branch]
2022-10-13 11:54:43 -04:00
leon huang
21b9c036ad Update Engine localization config files to also support German (de), Latin American Spanish (es-419) and French (fr) for localization commandlet.
#rnx
#rb: Jamie.Dale
#jira: none
#preflight: none

[CL 22470455 by leon huang in ue5-main branch]
2022-10-11 20:52:50 -04:00
KXOC
3ba8ec5dde PR #9561: Remove FFR redirect from BaseEngine, should be in plugin (Contributed by KXOC)
#preflight 6345005f4062366bab3446c2
#rb Arciel.Rekman
#jira UE-163543

[CL 22466432 by KXOC in ue5-main branch]
2022-10-11 17:54:44 -04:00
christopher waters
d8b6c60a8e Allowing SM5 to support bindless only in RayTracing shaders.
#jira UE-162014
#rb elizabeth.baumel, yuriy.odonnell
#preflight 634456c66e400a8e20f57202

[CL 22458545 by christopher waters in ue5-main branch]
2022-10-11 11:19:10 -04:00
zach brockway
e9c2d7f9ee VR Editor: Remove access to base VR editor mode; Virtual Scouting is the recommended alternative for all users going forward.
- The UVREditorMode UCLASS is now marked abstract, and therefore excluded from the toolbar dropdown.
 - The toolbar button is now shown if any eligible (non-abstract) mode class is available (for example, if the user enabled the Virtual Scouting plugin).
 - The mode preference defaults to null, and if it is still set to null, will be automatically assigned the first discovered eligible mode (this has the effect of defaulting to Virtual Scouting as soon as the plugin is enabled).

#jira UE-166340
#rb Lauren.Barnes
#preflight 6340a451587d6afac875d8c9
#lockdown alejandro.arango

[CL 22436010 by zach brockway in ue5-main branch]
2022-10-10 14:52:47 -04:00
brian bekich
5e354fa5ea Deprecating AES ECB packet handler component
Updated AES GCM packet handler to no longer be in beta

#jira UE-166532
#preflight 634078c3090af7205c1a6cc3
#lockdown julien.marchand

[CL 22412608 by brian bekich in ue5-main branch]
2022-10-07 19:39:56 -04:00
josh adams
e767d53dce - Fixed DeviceProfile inheriting LODGroups from parent DP when there are no LOD groups specified (in this case, it was getting all LODgroups from the class defaults, and then it would never copy parent settings down, and would have defaults instead of parent values)
- Fixed a bug in the SectionName remapping system
#jira UE-165868
#rb dan.thompson
#preflight 63407bed587d6afac86b4453

[CL 22411128 by josh adams in ue5-main branch]
2022-10-07 18:10:19 -04:00
Bertrand Carre
d65fe868f1 Fix WebSockets unacceptable words
#jira UE-157961
#review-22373058 @Andrew.Calleja @Rafa.Lecina
#preflight 633e9c9c3a20cf302cb163b5

[CL 22377619 by Bertrand Carre in ue5-main branch]
2022-10-06 12:27:54 -04:00
patrick laflamme
068b6058ab Implemented the 'Unsaved' Editor status bar button that displays the number of unsaved assets (dirty packages) the user and potential warnings with respect to the source control those asset may have.
- Implemented the UnsavedAssetTrackers plugin and enabled it by default.
  - Added the 'Unsaved' button to the Editor taskbars to display the number of unsaved packages along with a warning icon if warning are associated with one of the unsaved files.
  - Updated the 'Save Content' package to display warnings if one of the packages has warnings.
  - Added a class to monitor and periodically update the source controlled status of a collection of files/packages.
  - Changed the default value of PromptForCheckoutOnAssetModification settings to False because the Unsaved button flow is complementary (and the popup was noisy for OFPA users).
  - Updated the changelist window to use the soure control file status monitor.

#jira UE-163734 - Implement the 'Unsaved' Editor Taskbar Button
#rb Patrick.Enfedaque
#preflight 633ae915b12b8af5fde80f7c

[CL 22322224 by patrick laflamme in ue5-main branch]
2022-10-03 20:38:09 -04:00
daniel wright
800f0cf2b5 Workaround Lumen Radiance Cache corruption on Cinematic scalability level
#preflight skip

[CL 22284537 by daniel wright in ue5-main branch]
2022-09-30 19:35:02 -04:00
daniel wright
4dddc5eab7 Enable Lumen Radiosity on High GI settings, lower quality
#preflight skip

[CL 22239071 by daniel wright in ue5-main branch]
2022-09-28 21:40:13 -04:00
paul chipchase
f2f99fe953 Remove entries to the now removed cvar 'VA.DisableVirtualization'
#rb trivial
#rnx

[CL 22238981 by paul chipchase in ue5-main branch]
2022-09-28 21:38:06 -04:00
daniel wright
da064da709 Lumen now supports the Two Sided Foliage shading model by accumulating irradiance for the backface
* Screen probe importance sampling is disabled on two sided foliage, so that half of the rays are used to gather backface lighting
* Screen traces skip backface rays to avoid immediate self-intersection.  Other tracing methods use the backfacing normal for biasing.
* Two Sided Foliage shading is now DiffuseLighting * DiffuseColor + BackfaceDiffuseLighting * PreintegratedTwoSidedBxDF * SubsurfaceColor, which closely matches direct lighting (TwoSidedBxDF).
* New console variable r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse.  When disabled, Two Sided Foliage shading falls back to adding SubsurfaceColor to DiffuseColor (no backface lighting).
* The cost is .06ms on 2080TI at 1080p when half the screen is covered by foliage, and .03ms with no foliage.  It adds 16mb of render targets to temporally accumulate backface lighting.
* The High GI scalability level disables TwoSidedFoliageBackfaceDiffuse to avoid overhead
* Improved Screen Probe HW tracing biasing on two sided materials.  The AvoidSelfIntersectionTrace wasn't working since RAY_FLAG_CULL_BACK_FACING_TRIANGLES gets ignored by two sided geometry, causing self-intersection with Nanite fallback meshes.  The first two sided surface hit is now skipped within a small distance.
#preflight 6332075d665f6b8f7fff7eda
#rb Krzysztof.Narkowicz

[CL 22232554 by daniel wright in ue5-main branch]
2022-09-28 18:04:21 -04:00
Wei Liu
e26c2c3402 Add TAA pixel shader to utilize the hardward frame buffer compression on mobile devices.
#jira none

#rb Dmitriy.Dyomin, Guillaume.Abadie
#preflight 6333e3fec7791417aaedfc0a

[CL 22218688 by Wei Liu in ue5-main branch]
2022-09-28 02:27:58 -04:00
Arciel Rekman
458918e6fd Remove clip distance method of ISR (UE-162244)
- Assume support during the cook, do the actual check in runtime and exit if not supported.
- This slightly increases the minspec for PC projects that ship ISR to D3D 11.3 (2014-2015 level hardware).

#rb Jules.Blok, Robert.Srinivasiah
#review @Jules.Blok, @Robert.Srinivasiah
#jira UE-162244
#preflight 632b4d6cb4515b7e2272620d

[CL 22207954 by Arciel Rekman in ue5-main branch]
2022-09-27 14:35:58 -04:00
josh adams
b4b723bfa6 - More modernization of Xcode, focusing on Mac, IOS plist still needs a lot of work
- Premade "template" plist files for Mac, MacEditor, IOS, and added a PlistMode to choose between updating a template plist (from engine) or using a "baked" out plist that Xcode won't really mess with (this is still a work in progress, as it still needs thought on how to handle IOS premade vs Mac template, etc)
- Updating icons to using xcassets instead of .icns file
- Added post build step for UBT to write out build versions (increments each build) to a .xcconfig for Xcode to put into the .plist, but it reads previous value. Not terrible, but it still  needs work

#rb adam.king
#preflight 632c7e8ee23e50651b43139b

[CL 22137251 by josh adams in ue5-main branch]
2022-09-22 11:42:27 -04:00
dmytro vovk
74518c88ed Enable libc++_shared.so dependency validation of Android binaries.
#jira none
#rb trivial
[FYI] Chris.Babcock
#preflight 632b49e4d747fe52c8e7588e

[CL 22121007 by dmytro vovk in ue5-main branch]
2022-09-21 15:41:28 -04:00