- Fixed regression in detecting timing event under mouse (offset of half of a lane height) - UE-.
- Fixed regression related to drawing of points in graph tracks - UE-.
#jira UE-
#jira UE-167597
#rb Catalin.Dragoiu
#preflight 634ff14f8176062ea7db4e8a
#lockdown mark.lintott
[CL 22635714 by ionut matasaru in ue5-main branch]
- Making ConstantBufferType a constructor only argument. This removes the duplicated logic of calling ShouldUseStableConstantBuffer.
- Moving ShouldUseStableConstantBuffer to ShaderCompilerCommon.
- Made UE::ShaderCompilerCommon::ParseParameterType array arguments const
#jira UE-166341
#rb Guillaume.Abadie
#preflight 634eeceea1527f6b3bda9ff0
[CL 22608320 by christopher waters in ue5-main branch]
- try to make the output grid resolution better match the specified input resolution
- don't try to render the grid if resolution is too high (debug rendering can really start to slow things down)
- fix a bug generating a mesh for solid rendering of the level set cells
#jira UE-167098
#preflight 634eee0a4d3101c0ea37ac6f
[CL 22608178 by tyson brochu in ue5-main branch]
#rb CarlMagnus.Nordin, Per.Larsson
#rnx
#preflight 63496fcf1f6054a99fe8bd0c
- When parsing the paklist, any file with a -rehydrate flag will be considered for rehydration
- Add the virtualization module to the PakFileUtilities module
- Add the source control module to UnrealPak (the virtualization module should be taking care of this)
- While parsing the files to be included in the pak file, we will record if any of the files require rehydration, if so this will be noted in FPakCommandLineParameters::bRequiresRehydration and used to initialize the virtualization system.
-- We only need to initialize the system once, even if we detect that multiple pak files have files that need rehydration.
-- If no pak file needs rehydration we do not initialize the system and the virtualization module is never loaded.
- FOutputPakFileEntry::CompressedFileBuffer was made private with accessors to make the refactor easier.
- Now when we start to compress a file, we always load it entirely into memory (along with any potential padding needed), if we then detect that the file doesn't require padding then we just use the in memory buffer as the output and if we do need compression we compress the buffer.
-- This means that there is only one place we load the file from disk, meaing only one place we need to insert the rehydration code to. This load is where the rehydration occurs.
-- In the previous code we would load the file into memory and then retain this copy during the compression pass, so no additional memory should be used.
- At the moment when we get the buffer back fromt he rehydration pass it will be in the form of a FSharedBuffer and so for now we need to memcpy to FCompressedFileBuffer::UncompressedBuffer, which is a waste of cpu cycles.
-- In a future change we should change UncompressedBuffer from TArray to FSharedBuffer to avoid this.
[CL 22595708 by paul chipchase in ue5-main branch]
- Added Export functionality to the Counters panel:
* "Export..." � Exports the selection (counters and their aggregated statistics) to a text file (tab-separated values or comma-separated values).
* "Export Values..." � Exports the values of the selected counter to a text file (tab-separated values or comma-separated values). Exports the values only in the selected time region (if any) or the entire session if no time region is selected.
* "Export Counters..." � Exports the list of counters to a text file (tab-separated values or comma-separated values).
#jira UE-167333
#rb Catalin.Dragoiu
#preflight 634e629c3925294a43943d32
[CL 22595518 by ionut matasaru in ue5-main branch]
In essense, this was already true because 'FPerforceSourceControlState::GetDisplayTooltip()' would return the 'IsConflicted' or '!IsCurrent' text before considering the 'IsCheckedOutByOther' text, so the tooltip would potentially already contain warning texts.
#preflight 634d26a79c29024c9819df27
[CL 22595449 by wouter burgers in ue5-main branch]
* Tab filters are now applied before tab widgets before are created for animation blueprint editor instead of only when a user tries opening a new tab. This prevents disallowed tabs in default layouts being created.
* Event graph documents are not opened if event graph permissions are disabled when loading blueprint editor.
* Added new blueprint permission to optionally disable function overrides.
#rb thomas.sarkanen
#preflight 6346928ef04e6f8505f7b879
[CL 22547860 by eric knapik in ue5-main branch]