Zak Middleton
5daa023162
#ue5 - LWC: FBoxSphereBounds::TransformBy() uses new more efficient VectorDot3Scalar() to avoid shuffle + extract.
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#jira UE-107986
#codereview Dmytro.Vovk
[CL 16489855 by Zak Middleton in ue5-main branch]
2021-05-27 15:18:13 -04:00
Andrew Davidson
8af444c595
LWC: Fix precision loss warnings in Core. Temporarily silence Chaos precision warnings in LWC builds while they are being fixed.
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#rb michael.noland
#jira UE-116286
#preflight 60a8b63f1d02bb0001dfeea8
[CL 16428819 by Andrew Davidson in ue5-main branch]
2021-05-22 04:29:00 -04:00
Zak Middleton
4d7c20026d
#ue5 - LWC: Improve FBox::TransformBy() to use faster method of loading float constant.
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#jira UE-107986
#rb Dmytro.Vovk
[CL 16408786 by Zak Middleton in ue5-main branch]
2021-05-20 16:02:59 -04:00
Zak Middleton
b828253c5d
#ue5 - LWC: fixed a few precision losses in FVector functions.
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#codereview Andrew.Davidson
#jira UE-107986
[CL 16406222 by Zak Middleton in ue5-main branch]
2021-05-20 13:32:26 -04:00
cedric caillaud
e2c6a1b072
Fix convex transform having the wrong Rotation in LWC mode
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- Changed Rotation to use a float4 vector register in LWC to match its noexporttypes and non-vectorized declarations (FQuat is using float in LWC for now )
#jira UE-115540
#rb zak.middleton,andrew.davidson
[CL 16378414 by cedric caillaud in ue5-main branch]
2021-05-18 19:25:55 -04:00
Zak Middleton
7eb70af253
#ue5 - LWC: Fix FRotator::Quaternion() working in doubles when LWC=on when it just needs to use floats (for now), which also meant it was doing some unsafe bit manipulation to change the sign of some values which only worked for floats.
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#fyi Cedric.Caillaud
#jira UE-107986
[CL 16370851 by Zak Middleton in ue5-main branch]
2021-05-18 13:27:13 -04:00
charles bloom
b64c792c45
Color.cpp fix checks in HDR convert
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RGBE HDR can not store negative floats
Unreal passes negative floats here
just clamp them to zero
#rb none
#fyi alexander.suvorov
[CL 16278471 by charles bloom in ue5-main branch]
2021-05-11 15:35:42 -04:00
Andrew Davidson
3ddc3a4da3
Merge up from //UE5/Dev-LargeWorldCoordinates
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#rb none
[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
charles bloom
05b4b19678
Float16Color use VectorStoreHalf/VectorLoadHalf
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add SSE2 half conversions
#rb alexander.suvorov
#fyi rod.bogart
[CL 16135278 by charles bloom in ue5-main branch]
2021-04-27 20:41:39 -04:00
charles bloom
8509a168c5
Color fix silly broken clamp I just checked in
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#rb none
[CL 16065086 by charles bloom in ue5-main branch]
2021-04-20 15:34:58 -04:00
charles bloom
3a62ae58b4
Color use fast SRGB conversion
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also fix Round calling floorf !
[CL 16064308 by charles bloom in ue5-main branch]
2021-04-20 14:39:08 -04:00
charles bloom
a5ee4d69bf
remove duplicate Color::ComputeLuminance , use GetLuminance
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also fix bug in ProxyLOD AverageColor , iterating on Size instead of 4
#rb none
[CL 16047335 by charles bloom in ue5-main branch]
2021-04-18 13:54:06 -04:00
charles bloom
0ad2fe4843
Color: make it clear that QuantizeRound is preferred and prepare for deprecation of old Quantize
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call "QuantizeFloor" if you want the old Quantize behavior
#rb rod.bogart
[CL 16047051 by charles bloom in ue5-main branch]
2021-04-18 09:08:55 -04:00
Patrick Boutot
4248548b4d
Add a double version of FInterpTo.
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#jira UE-88354
#rb steve.robb
#preflight 6063101db4299e0001c1ecaf
[CL 15875719 by Patrick Boutot in ue5-main branch]
2021-03-31 11:27:06 -04:00
Ryan Schmidt
48876fba4b
Initial (prototype) version of templated core TVector types, to allow for conversion of GeometryProcessing FVector3f/FVector3d
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#rb andy.davidson
#rnx
#jira none
[CL 15863685 by Ryan Schmidt in ue5-main branch]
2021-03-30 12:26:06 -04:00
danny chapman
08c9a4bbc2
Use triangulation at runtime in BlendSpace. This is coupled with changes to the BlendSpace UI.
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#jira UE-108158
#rb thomas.sarkanen
[CL 15626759 by danny chapman in ue5-main branch]
2021-03-05 13:37:08 -04:00
charles bloom
18ef9414db
Fix missing bias in RGBE conversion
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#rb rod.bogart
[CL 15379845 by charles bloom in ue5-main branch]
2021-02-10 16:33:53 -04:00
Marc Audy
a7f9391231
Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
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This represents UE4/Main @ 14768117
For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer
[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Marc Audy
68150e0be7
Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
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This represents UE4/Main @ 14594913
[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
David Hill
6e98be5908
FMath SegmentTriangleIntersection - Fix hit case when segment intersects with edge of triangle ( was reporting a miss in this case ).
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Should have minimal impact: this code is only being used within the mesh painting toolset and the interactive toolset as part of LineTraceComponent calls.
#jira UE-84324
#rb michael.daum, ryan.schmidt
[CL 14587174 by David Hill in ue5-main branch]
2020-10-27 10:22:10 -04:00
gabriel mukobi
1cda62ba4b
Fix implicit conversion warning in Color.cpp/ImageUtils.cpp #jira none #rb none
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[CL 14542367 by gabriel mukobi in ue5-main branch]
2020-10-22 01:12:24 -04:00
gabriel mukobi
69896859ad
Fix static analysis
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#jira UE-101597
#rb rod.bogart
[CL 14540468 by gabriel mukobi in ue5-main branch]
2020-10-21 18:47:37 -04:00
ben hoffman
c4de915c4e
Fix static analysis warning in UnrealMath.cpp for unreachable code
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#jira none
#rb marc.audy
#rnx
[CL 14538640 by ben hoffman in ue5-main branch]
2020-10-21 15:47:22 -04:00
gabriel mukobi
5fad6baba6
Make RGBE encoding match original publication by Gregory Ward
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#jira UE-95696
#rb rod.bogart
[CL 14475342 by gabriel mukobi in ue5-main branch]
2020-10-12 17:34:17 -04:00
IGood
ee5f7b73e3
PR #7375 : fix for FMath::Eval not returning after encountering error (Contributed by IGood)
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#jira UE-100409
#rb me
[CL 14429585 by IGood in ue5-main branch]
2020-10-06 10:49:46 -04:00