-DDC-Verify will verify determinism on every access to the cache.
-DDC-Verify=StaticMesh+Texture will verify determinism on every access static mesh and texture keys.
-DDC-Verify=StaticMesh@12.5+Texture will verify determinism on 12.5% of accesses to static mesh keys and every access to texture keys.
-DDC-VerifyRate=5 -DDC-Verify=Texture will verify detereminism on every access to texture keys and 5% of other keys.
-DDC-VerifyRate=5 -DDC-Verify will verify determinism on 5% of keys.
-DDC-VerifySalt=PositiveInt32 will set the salt used to match keys to verify. A key always has the same verification behavior with the same salt.
#preflight 6244ad99637925b5d3bc7fab
#rb Zousar.Shaker
[CL 19563192 by Devin Doucette in ue5-main branch]
We were still assuming that rotators and transforms were using floats, which is no longer the case with LWC.
#jira none
#preflight 6243573ef4217035fa711b74
#rb benjamin.fox
[CL 19559625 by dave jones2 in ue5-main branch]
This moves the NVTT DLL loading code that was removed from TextureCompressorModule (where it doesn't belong) to here
#rb none
#preflight 62442d05981a2c8eb46e57b3
[CL 19554904 by fabian giesen in ue5-main branch]
pow22 should old be used as a source gamma
dest gamma should always be srgb or linear
#preflight 62432a61df7d23dbfeeb57bc
#rb none
[CL 19543713 by charles bloom in ue5-main branch]
was not correctly mipping down Volume Depth in TextureSources
need to correct the calculation in various places where its code duped
add some size checking
#preflight 624279a8292f228e09db756d
#rb fabian.giesen
[CL 19542095 by charles bloom in ue5-main branch]
rules of thumb:
- Actor transforms are in doubles
- mesh internal data are in floats, except UVs that are in doubles
- compiled 3dsmax, archicad, navisworks, revit, rhino, sketchup, solidworks
#jira UETOOL-5070
#preflight 623f2ee47d49f37dfd3d599b
#rb Benoit.Deschenes
[CL 19533189 by Johan Duparc in ue5-main branch]
also allow MaxTextureSize on non-pow2
no longer force TMGS_NoMipMaps on non-pow2
#preflight 6241f2badc6183e3f5d32332
#rb fabian.giesen
[CL 19530862 by charles bloom in ue5-main branch]
- Make the basic sound compression thread-safe by gathering immutable inputs from USoundWave before going async
- Report oggvorbis, adpcm and bink codec as thread-safe
- Remove old USoundWave write-back during cook as it is not needed anymore and would not be executed on DDC hit anyway.
- Fix missing RawData lock protection where RawData is used in editor
- 2h47m to 2h03m when cooking FN content with sound not present in the local DDC cache
#tests
- No binary diff on ShooterGame and FN cooked content
- Sound related automation tests all pass in EngineTest
#rnx
#rb Jimmy.Smith
#preflight 623dc8b84368f558e3167cc0
[CL 19525145 by danny couture in ue5-main branch]
turns off mip maps for nonpow2 cubemaps
fixes check importing nonpow2 cubemaps
#preflight 623e6bfb6776a17c5b01e82f
#rb fabian.giesen
[CL 19520871 by charles bloom in ue5-main branch]
331s -> 0.28s to consolidate objects when cloning a small shooting range map
#rb Robert.Manuszewski,Chris.Gagnon,Francis.Hurteau,Jamie.Dale,JeanLuc.Corenthin,Phillip.Kavan
#ROBOMERGE-AUTHOR: johan.torp
#ROBOMERGE-SOURCE: CL 19507095 via CL 19507103 via CL 19507108 via CL 19507110
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)
[CL 19514683 by johan torp in ue5-main branch]