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]
- 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]
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]
[FYI] Sebastien.Hillaire
Original CL Desc
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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]
- 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]
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]
- 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]
- 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]
* 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]
- 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]
- 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]