Commit Graph

49 Commits

Author SHA1 Message Date
Andrew Grant
0b4257e23a Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2927181 on 2016/03/29 by Dmitry.Rekman

	(Optionally) exclude idle time from server FPS charts.

	- Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers).
	- Server FPS charts analytics events and log output will include the information if idle time was excluded.

	- Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log.

	#rb Paul.Moore
	#codereview Paul.Moore, Michael.Noland
	#tests Ran Linux server and Windows client on compatible content.

Change 2927084 on 2016/03/29 by Ben.Marsh

	BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately.

	#rb none
	#tests none

Change 2927060 on 2016/03/29 by Michael.Noland

	Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter)
	Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup)
	#rb marcus.wassmer
	#tests Ran and did some fps charts

Change 2927048 on 2016/03/29 by Michael.Noland

	HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD)
	#tests Compiled and ran Paragon
	#rb marcus.wassmer

Change 2926920 on 2016/03/29 by Ben.Marsh

	BuildGraph: Update schema with Rename task.

Change 2926911 on 2016/03/29 by Ben.Marsh

	BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/>

	#rb none
	#tests none

Change 2926908 on 2016/03/29 by Andrew.Grant

	Fix for CDO properties of renamed blueprints not being applied
	#rb none
	#tests loaded Origin map (renamed from Playgo3) and verified properties are applied.

Change 2926799 on 2016/03/29 by Jason.Bestimt

	#ORION_DG - Merge MAIN (23) @ CL# 2926780

	#RB:none
	#Tests:none

Change 2926663 on 2016/03/29 by david.nikdel

	#ROBOMERGE-OBO: jason.bestimt
	#ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ORION_23 - Potential fix for Cook failures

	"Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd."

	#RB:none
	#Tests: none

	[CodeReviewed]: andrew.grant, dan.oconnor

Change 2926510 on 2016/03/29 by Andrew.Grant

	Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock)
	#rb none
	#tests compiled

Change 2926495 on 2016/03/29 by Rob.Cannaday

	Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
	#jira FORT-18947
	#jira OR-17695
	#tests golden path
	#rb eric.newman

Change 2926427 on 2016/03/29 by Josh.Markiewicz

	#UE4 - fixed typo
	#rb none
	#tests none

Change 2926250 on 2016/03/29 by Martin.Mittring

	fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect
	#rb:Chris.Bunner
	#codereview:Brian.Karis

Change 2926224 on 2016/03/29 by Daniel.Lamb

	Fix for potenital threading issue with Console manager removing vars which could cause double free.
	#rb Robert.Manuszewski
	#test Orion cook

Change 2926174 on 2016/03/29 by Gareth.Martin

	Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people
	#rb
	#tests editor

Change 2925968 on 2016/03/29 by David.Nikdel

	#MCP #OSS
	- Read RedirectUrl from ini

	#RB: Eric.Newman
	#TESTS: compiled in another branch (merge over)
	#ROBOMERGE: Main

[CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
Gil Gribb
9f7639ddb5 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2890427 on 2016/03/02 by Olaf.Piesche

	Fixing global vector fields not working at all with fixed bounds particle systems.

	#rb simon.tovey

Change 2890689 on 2016/03/02 by David.Hill

	Noise buffers missing in (Slate) UI materials
	#jira:UE-27231

Change 2892556 on 2016/03/03 by Gil.Gribb

	UE4 - Added the hipri and background threads to SetThreadAffinity

Change 2898686 on 2016/03/08 by Gil.Gribb

	PS4 - Reduced malloc spam on submission queues.

Change 2899191 on 2016/03/08 by Olaf.Piesche

	Adding HasCompleted as a possible condition for auto-deactivate, so we don't restrict this purely to burst only emitters

	#hira UE-18899

Change 2899587 on 2016/03/08 by Uriel.Doyon

	Added missing default value for FGBufferData.SelectiveOutputMask

Change 2901654 on 2016/03/09 by David.Hill

	Opacity mask materials were producing incorrect shadows.  The pixel shader computation of world coordinates was incorrect.  Instead we can simply use the interpolated position from the vertex shader.
	#rb:Martin.Mitring

Change 2903496 on 2016/03/10 by Gil.Gribb

	PS4 - Added Cycles64 and optimized the PS4 GetCycles to use a shift instead of a divide.

Change 2903508 on 2016/03/10 by Gil.Gribb

	UE4 - Tweaked out MallocBinned2. Removed several recyclers in the engine since MB2 is faster. Reworked the container slack policies to use the allocator granularity.

Change 2905727 on 2016/03/11 by Zabir.Hoque

	Merging as an Edit.

	//UE4/Private-GDC16-Character/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp

	to //UE4/Dev-Rendering/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp

Change 2910327 on 2016/03/15 by Daniel.Wright

	Re-added support for vs2012 project generation

[CL 2914224 by Gil Gribb in Main branch]
2016-03-17 20:30:20 -04:00
Bob Tellez
4b28d78a10 Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main
This is CL#2904759 from //Fortnite/Main

#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2904398 on 2016/03/10 by Bob.Tellez

	#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.

	#rb Josh.Markiewicz
	#codreview Josh.Markiewicz
	#JIRA FORT-20703

Change 2904339 on 2016/03/10 by Daniel.Broder

	Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).

	One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).

	Change made after discussion with Bob.

	#CodeReview Bob.Tellez

	#UE4

Change 2903020 on 2016/03/10 by John.Abercrombie

	Added blueprint function to set named params for use when running an EQS query from BP
	- Phil is going to test this out for me.

	#rb me (Mieszko wrote this)
	#codereview Phil.Cole, Mieszko.Zielinski

Change 2902440 on 2016/03/09 by Ben.Zeigler

	#Jira FORT-20149
	Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
	#codereview john.pollard
	#RB bob.tellez

Change 2900138 on 2016/03/08 by Bob.Tellez

	#UE4 Updated the following Parameter value functions to respect the bOverride flag

	GetStaticSwitchParameterValue
	GetStaticComponentMaskParameterValue
	GetTerrainLayerWeightParameterValue

	#rb Nick.Penwarden

Change 2899839 on 2016/03/08 by Lukasz.Furman

	fixed navmesh projection on actors with overlap response to world channels
	#rb Mieszko.Zielinski
	#codereview Zak.Middleton

Change 2899743 on 2016/03/08 by Lukasz.Furman

	fixed handling multiple blocking hits in navwalking's geometry conforming
	blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
	#fortnite FORT-21546
	#rb Mieszko.Zielinski
	#codereview Zak.Middleton

Change 2898194 on 2016/03/07 by Chris.Gagnon

	Added the ability to filter DataTable Assets by their row using the metadata.
	meta = (RowType=MyRowName)

	#RB Saad.Nader
	#codereview Saad.Nader, Jamie.Dale

Change 2895102 on 2016/03/04 by Ben.Zeigler

	#JIRA FORT-20290
	Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
	Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
	#codereview josh.markiewicz

Change 2891302 on 2016/03/02 by Bob.Tellez

	#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.

	#rb Ben.Zeigler
	#codereview Lukasz.Furman

Change 2887908 on 2016/03/01 by Chris.Gagnon

	Added Event Track to UMG Sequencer.
	Added PlayTo functionality for targeting the end point of a played animation.

	#RB Frank.Fella
	#codereview Frank.Fella, Nick.Darnell

Change 2887686 on 2016/03/01 by Joel.Crabbe

	Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.

	#codereview Ben.Zeigler

Change 2886847 on 2016/02/29 by Bob.Tellez

	#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.

	#codereview Richard.TalbotWatkin

Change 2886414 on 2016/02/29 by Lukasz.Furman

	fixed start point of composite path's update
	#fortnite FORT-21380
	#rb Mieszko.Zielinski

Change 2886250 on 2016/02/29 by Bob.Tellez

	#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.

	#codereview Robert.Manuszewski

Change 2885942 on 2016/02/29 by Bob.Tellez

	#UE4 Disabling per-instance mesh painting on instanced static mesh components.

	#rb Jack.Porter

[CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
Andrew Grant
505e2440b1 Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================

#lockdown Nick.Penwarden

Change 2903938 on 2016/03/10 by Frank.Gigliotti

	Added an instance ID to FAnimMontageInstance

	#CodeReview Laurent.Delayen
	#RB Laurent.Delayen
	#Tests PIE

Change 2903745 on 2016/03/10 by Wes.Hunt

	Update Oodle TPS
	#rb none
	#tests none
	#codereview:john.pollard

Change 2903689 on 2016/03/10 by Uriel.Doyon

	New "LogHeroMaterials" console command, displaying the current state of materials and  textures on the character hero.
	#rb marcus.wasmer
	#codereview marcus.wassmer
	#tests editor, playing PC games, trying the new command

Change 2903669 on 2016/03/10 by Aaron.McLeran

	OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds

	- Change only effects debug stat commands for audio guys

	#rb none
	#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds

Change 2903625 on 2016/03/10 by John.Pollard

	XB1 Oodle SDK

	#rb none
	#tests none
	#codereview Jeff.Campeau

Change 2903577 on 2016/03/10 by Ben.Marsh

	Remaking latest build scripts from //UE4/Main @ 2900980.

Change 2903560 on 2016/03/10 by Ben.Marsh

	Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.

	Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:

	* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
	* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
	* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
	* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
	* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.

	Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.

	Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.

	Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.

	File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.

	Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.

	A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.

	#rb none
	#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
	#tests local only so far, but not part of any build process yet

Change 2903539 on 2016/03/10 by John.Pollard

	Improve replay playback debugging of character movement

	#rb none
	#tests replays

Change 2903526 on 2016/03/10 by Ben.Marsh

	Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.

	#rb none
	#tests none

Change 2903512 on 2016/03/10 by Dan.Youhon

	Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s

	#rb None
	#tests Compiles

Change 2903474 on 2016/03/10 by Marc.Audy

	Fix crash if ChildActor is null
	#rb None
	#tests None

Change 2903314 on 2016/03/10 by Marc.Audy

	Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
	#rb James.Golding
	#tests Selection of child actors works as expected
	#jira UE-28201

Change 2903298 on 2016/03/10 by Simon.Tovey

	Disabling the trails optimization.

	#tests none
	#rb none

	#codereview Olaf.Piesche

Change 2903124 on 2016/03/10 by Robert.Manuszewski

	Small refactor to pak signing to help with exe protection

	#rb none
	#tests none

[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Gil Gribb
0711601519 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2879377 on 2016/02/24 by Gil.Gribb

	UE4 - Added render thread start and stop delegates. GitHub 2006.
	#Jira UE-26184

Change 2879378 on 2016/02/24 by Gil.Gribb

	UE4 - Avoided using TG_PrePhysics as the first tickgroup so that licensees can add tickgropups.
	https://udn.unrealengine.com/questions/279126/code-assumes-that-tg-prephysics-is-the-first-tick.html
	#Jira UE-26971

Change 2879382 on 2016/02/24 by Gil.Gribb

	UE4 - Tweaked automation test framework by request from UDN post.

Change 2879727 on 2016/02/24 by Martin.Mittring

	adding debug info for Optimus driver detection issue
	#rb:Benjamin.Hyder
	#Test:PC

Change 2879728 on 2016/02/24 by Martin.Mittring

	fixed and improved VisualizeMotionBlur
	#rb:David.Hill
	#test:PC

Change 2879729 on 2016/02/24 by Martin.Mittring

	added AngleBetweenVectors() and variants to the FastMath library
	#rb:David.Hill
	#code_review:Brian.Karis

Change 2880133 on 2016/02/24 by David.Hill

	new r.DepthOfFieldQualitySetting
	for GDC squencer demo
	#rb:Martin.Mittring
	 - OR-15875

Change 2880314 on 2016/02/24 by Daniel.Wright

	Fixed uses of FDepthDrawingPolicyFactory being affected by bUseAsOccluder
	* This fixes preshadows on HISMC and foliage

Change 2880338 on 2016/02/24 by Martin.Mittring

	added SkinCache.Debug cvar
	#rb:Lina.Halper
	#test:PC

Change 2880344 on 2016/02/24 by Daniel.Wright

	Added the ability to apply DFAO to static indirect lighting, controlled by r.AOApplyToStaticIndirect
	* Lightmaps, stationary skylight and reflection captures are all affected
	* Specular occlusion on reflection captures requires a fair amount of tweaking of r.SkySpecularOcclusionStrength, MinOcclusion and MaxOcclusionDistance for good quality
	* For now, a movable skylight with low intensity (.0001) must be placed to control MaxOcclusionDistance and MinOcclusion

Change 2880346 on 2016/02/24 by Daniel.Wright

	Added several cvars to expose mesh distance field limits, which allows higher quality
	* r.DistanceFields.MaxPerMeshResolution
	* r.DistanceFields.DefaultVoxelDensity
	* r.DistanceFields.AtlasSizeXY
	* r.DistanceFields.AtlasSizeZ

Change 2881304 on 2016/02/25 by Gil.Gribb

	UE4 - Increased the priority of cloth tasks because these are on the critical path.

Change 2881306 on 2016/02/25 by Gil.Gribb

	UE4 - Added cvar to control background tick list cleanup.

Change 2881790 on 2016/02/25 by Daniel.Wright

	Screen size fading is only applied to spot and point lights

Change 2882077 on 2016/02/25 by Daniel.Wright

	DFAO indirect occlusion on static lighting is now correctly applied to IndirectIrradiance

Change 2882391 on 2016/02/25 by Martin.Mittring

	fixed bad caching of SRV for vertexbuffers in SkinCache (caused rendering artifacts and wasteful memory allocations). Finding a SRV is now O(1), was O(n)
	#rb:Olaf.Piesche
	#code_review:Rolando.Caloca,Marcus.Wassmer

Change 2883008 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed recursive shader intialization crash on consoles.

Change 2883253 on 2016/02/26 by Martin.Mittring

	Improved SkinTangent compression
	#rb:Olaf.Piesche

Change 2883295 on 2016/02/26 by Martin.Mittring

	Added RecomputeSkinTangent feature for GPU SkinCache, not enabled by default (r.SkinCache.RecomputeTangents)
	#rb:Olaf.Piesche,Brian.Karis,Lina.Halper,Rolando.Caloca

Change 2883363 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed an issue with recurisve shader init on consoles...again.

Change 2883912 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed shadows updating static meshes while the prepass is in progress.

Change 2884829 on 2016/02/27 by Martin.Mittring

	OR-16237 indirect lighting on skin is too dark
	#rb:Martin.Mittring
	#code_review:Brian.Karis

Change 2885096 on 2016/02/28 by Martin.Mittring

	OR-13678

[CL 2890130 by Gil Gribb in Main branch]
2016-03-02 13:38:38 -05:00
Gil Gribb
223aefa047 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

[CL 2868391 by Gil Gribb in Main branch]
2016-02-16 05:48:48 -05:00
Gil Gribb
2e5b4cbbd1 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2821445 on 2016/01/08 by Olaf.Piesche
	More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing.

	#rb martin.mittring

Change 2821520 on 2016/01/08 by Olaf.Piesche

	Coloring subuv modules green for easier visual ID

	#rb martin.mittring

Change 2823479 on 2016/01/11 by Chris.Bunner

	Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General.

Change 2823570 on 2016/01/11 by Zabir.Hoque

	Introduce multiplier that controls decal fade speed.

	#CodeReview: Martin.Mittring
	#1777

Change 2823615 on 2016/01/11 by Uriel.Doyon

	Fixed stencil ref multithreading issue.
	Fixed state caching when depth range is enabled.
	#jira UE-24564
	#review marcus.wassmer

Change 2823652 on 2016/01/11 by Zabir.Hoque

	Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent.

	#CodeReview: Martin.Mittring

Change 2824065 on 2016/01/11 by Brian.Karis

	Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default.

Change 2825432 on 2016/01/12 by Zabir.Hoque

	Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918

	#CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring

Change 2825971 on 2016/01/12 by Brian.Karis

	New motion blur enabled.

Change 2825974 on 2016/01/12 by Brian.Karis

	Fixed refraction check value. 1 does nothing not 0.

Change 2825975 on 2016/01/12 by Brian.Karis

	Cloth gets skylight for movable sky.

Change 2827519 on 2016/01/13 by Zabir.Hoque

	ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES.

	#CodeReview Martin.Mittring, Rolando.Caloca

Change 2830172 on 2016/01/15 by Rolando.Caloca

	DR - Minor cleanup
	- Renamed Vertex Factories' struct Data to struct FData
	- Removed Data type on FVertexFactory

Change 2830242 on 2016/01/15 by Rolando.Caloca

	DR - Prep cleanup for gpu morph targets
	- Split common code for  GPU skin cache into a base class
	- Moved some local static arrays from UpdateMorphVertexBuffer() to static members
	#codereview Lina.Halper

Change 2830455 on 2016/01/15 by Rolando.Caloca

	DR - Compile fix from bad merge
	#jira UE-25557

Change 2832023 on 2016/01/18 by Rolando.Caloca

	DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta
	#rb Marcus.Wassmer
	#codereview Lina.Halper

Change 2832067 on 2016/01/18 by Gil.Gribb

	UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed.

Change 2834379 on 2016/01/19 by Gil.Gribb

	UE4 - fix perf regression related to cvar

Change 2834864 on 2016/01/19 by Olaf.Piesche

	Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate

	#codereview gil.gribb

Change 2835777 on 2016/01/20 by David.Hill

	EyeAdaptation - using a screen center focus in the weights
	#rb Martin Mitring

	related to: UE-15509.  This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4

Change 2835778 on 2016/01/20 by David.Hill

	EyeAdapation - DefaultFeature for method
	#rb Martin.Mitring
	Adding a default feature cvar for eye adaptation method

Change 2837410 on 2016/01/20 by David.Hill

	OR-13213   SetupPerObjectProjection()
	#test:PC
	#rb:Martin.Mitring
	#codereview:Daniel.Wright

[CL 2845257 by Gil Gribb in Main branch]
2016-01-27 07:18:43 -05:00
Andrew Grant
f25badee7f Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2826201 on 2016/01/13 by Zabir.Hoque

	Add more verbose logging to try to understand #OR-11297

	#lockdown Andrew.Grant
	#CodeReview Marcus.Wassmer
	#RB none
	#TESTS compiled Win64 debug editor, ran agora_p

Change 2826170 on 2016/01/13 by Marcus.Wassmer

	Flush unloaded resource properly in LoadMap
	#codereview Gil.Gribb
	#rb none
	#test cycling game.  memory is freed properly now.
	#lockdown Andrew.Grant

Change 2826135 on 2016/01/12 by Michael.Noland

	Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
	- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
	- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
	- Added logging of the current average frame time when the datacenter ping is finalized
	- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
	#jira OR-12453
	#rb paul.moore
	#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...

	Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General

Change 2826131 on 2016/01/12 by Michael.Noland

	#UE4 - added print out of MS/FPS during Qos ping evaluation
	#rb michael.noland
	#tests loaded up through login screen to see output

	Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General

Change 2826128 on 2016/01/12 by Michael.Noland

	Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
	- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
	- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
	- Added logging of the current average frame time when the datacenter ping is finalized
	- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
	#jira OR-12453
	#rb paul.moore
	#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...

	Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main

Change 2826116 on 2016/01/12 by Michael.Noland

	Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
	- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
	- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
	- Added logging of the current average frame time when the datacenter ping is finalized
	- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
	#jira OR-12453
	#rb paul.moore
	#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
	#lockdown andrew.grant
	#codereview josh.markiewicz

Change 2825772 on 2016/01/12 by Dmitry.Rekman

	Linux signal handling improvements.

	- Switch crash handlers to use "crash malloc" (preallocated memory) on crash.
	- Remove unnecessary memory allocations from graceful termination handler.

	#rb none
	#tests Run the Linux server and crashed it a few times.
	#codereview David.Vossel, Michael.Trepka

Change 2825768 on 2016/01/12 by Josh.Markiewicz

	#UE4 - added print out of MS/FPS during Qos ping evaluation
	#rb michael.noland
	#tests loaded up through login screen to see output

Change 2825703 on 2016/01/12 by Brian.Karis

	Switched on new motion blur. Set temporal AA sharpness to 1.

	#rb none
	#TESTS editor

Change 2825689 on 2016/01/12 by Lina.Halper

	Fix for get animation notify crash

	https://jira.ol.epicgames.net/browse/OR-12248
	https://jira.ol.epicgames.net/browse/OR-12348

	- Also fixed the crash in preview of persona due to blend sample cache contains previous animation data
	- Also fixed blend space player to reinitialize cache data
	- The main issue is marker doesn't clamp the length, causing notifies ensure to trigger.

	#rb : Laurent.Delayen
	#tests: 10 Sparrows bot match for long time
	#code review: Martin.Wilson
	#lockdown: Andrew.Grant

Change 2825680 on 2016/01/12 by Martin.Mittring

	fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading)
	#rb:Olaf.Piesche, David.Hill
	#test: PC, many cases

Change 2825579 on 2016/01/12 by Chris.Bunner

	Force shadow shape bone indices on the required update list.
	#rb Lina.Halper, Rolando.Caloca
	#tests Editor
	#codereview Daniel.Wright
	#jira OR-12339

Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Robert Manuszewski
f9cdeb96cd Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1

	GC and WeakObjectPtr performance optimizations.

	- Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray
	- Moved WeakObjectPtr serial numbersto FUObjectArray
	- Added pre-allocated UObject array

Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1

	Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved.

Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920

	UHT will now use makefiles to speed up iterative runs.

Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963

	Hot-reload performance optimizations:
	1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier).
	2. Parallelized search for old CDOs referencers.

Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster

	Dependency preloading improvements
	 - Asset registry dependencies now resolve asset redirectors
	 - Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package

Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1

	Allow UnfocusedVolumeMultiplier to be set programmatically

Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1

	When cooking, don't add imports that are outers of objects excluded from the current cook target.

Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core

	Inline storage for TFunction.
	Fix for delegate inline storage on Win64.
	Some build fixes.
	Visualizer fixes for new TFunction format.

Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	CrashReporter Web - Search by Platform
	Added initial support for streams (GetBranchesAsListItems, CopyToJira)

Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core

	Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString.

Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core

	Some TSet function optimisations:

	Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent).
	Taking local copies of HashSize during iterations.

Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core

	BulkData zero byte allocations are now handled by an RAII object which owns the memory.

Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core

	FName::operator== and != optimised to be a single comparison.

Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro)

Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360)

	Also fixed starting condition.

Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1

	PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus)

Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core

	PR #1540 - Specifying a different Saved folder at launch through a command line parameter

	Integrated and optimized.

#lockdown Nick.Penwarden

[CL 2772222 by Robert Manuszewski in Main branch]
2015-11-18 16:20:49 -05:00
Nick Penwarden
9bb3cb533a Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Capsule shadows
	* Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing
	* Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion
	* These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius
	* The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light)
	* Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far
	* Shadowing of movable skylights is not yet supported

Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data

	Basepass drawlist are now merged within a single drawlist.
	Lighting policy parameters are now accessed through a uniform buffer.
	Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI
	#codereview nick.penwarden

Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams

	Remove unused RHI methods:

	RHIIsDrawingViewport
	RHIGpuTimeBegin
	RHIGpuTimeEnd

	Made default/empty versions of these calls and removed stubs from RHIs that don't use them:

	RHISuspendRendering
	RHIResumeRendering
	RHIIsRenderingSuspended

Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Lighting channels - each component and light can choose from 3 channels
	* Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask
	* Dynamic shadow casting also respects the channels
	* Only works on opaque materials, direct lighting, dynamic lighting
	* Not implemented for tiled deferred atm
	* This will replace CastsShadowsFromCinematicObjectsOnly in the future
	#rb Martin.Mittring

Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New

	First pass at separate Async Compute Context
	#codereview Lee.Clark,Daniel.Wright
	#rb Gil.Gribb

Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once.

	* GPUSkinCache didn't even work before (in this branch)
	* tested  BasePass velocity
	* tested split screen
	* tested editor pause
	* matinee camera cut (no need, invalidates velocity)
	* tested CPU Skin?  (never has motionblur)
	* tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes)
	* test ES2 -featureleveles2

	#rb: Rolando.Caloca

Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data

	Embree integration into Lightmass
	Can be enabled through Lightmass.ini  [DevOptions.StaticLighting]bUseEmbree.
	Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results.
	Only usable on Win64 with this submit.
	#review daniel.wright

Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	added SSAO CS version, can be enabled with

	r.AmbientOcclusion.Compute 1

	Not optimized yet
	#rb:Olaf.Piesche

Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Lightmass solver quality improvements
	* IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales
	* New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting.  When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality.
	* Skylight bounce lighting is now much more accurate and leverages adaptive sampling
	* Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities
	* Shadow penumbras are also improved by IndirectLightingQuality
	* Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile

Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data

	Quad Complexity ViewMode (PCD3D_SM5 only).
	Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead
	#review brian.karis

Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing

Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S

	DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators)
	#codereview Marcus.Wassmer

Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev

	Submitting pull request from user Pierdek.
	Early out of particle collision module update if there are no active particles.

	#github
	#1614

Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion.

Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Added a path so that texture streaming can avoid flushing the RHI thread.

Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights
	* When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass
	* This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states
	* Lighting has to be rebuilt once for this to work
	#rb Rolando.Caloca

Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors.
	#rb Daniel.Wright

Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data

	Enabled Embree by default
	#review daniel.wright

==========================
ALL CHANGELISTS
==========================

Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem'
Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error '
Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti'
Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering -  D3D12 Fix Tier'
Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse'
Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo'
Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g'
Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue'
Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup '
Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals'
Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado'
Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al'
Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca'
Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. '
Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision'
Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio'
Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge'
Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi'
Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag'
Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene'
Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b'
Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan'
Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond'
Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f'
Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang'
Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat'
Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static'
Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments '
Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix '
Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods:  RHI'
Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon'
Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping'
Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co'
Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't '
Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment '
Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl'
Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of '
Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout '
Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp'
Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e'
Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex'
Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and '
Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma'
Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function '
Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to '
Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline '
Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa'
Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text '
Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e'
Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv'
Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel'
Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -'
Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov'
Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO'
Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build '
Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling '
Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change '
Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D'
Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update'
Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U'
Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi'
Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar '
Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig'
Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix '
Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t'
Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co'
Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m'
Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute'
Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none'
Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing '
Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85'
Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us'
Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.'
Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di'
Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer'
Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text'
Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil'
Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider'
Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n'
Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma'
Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley'
Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander'
Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser'
Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se'
Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli'
Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r'
Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra'
Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f'
Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di'
Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us'
Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G'
Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so'
Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1'
Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements'
Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. '
Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.'
Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows'
Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when'
Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r'
Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha'
Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin'
Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec'
Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi'

[CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
Gil Gribb
2bff847be0 UE4 - Lots of changes to the task graph include new experimental scheduler, current used on PS4, but expected to be used on all platforms after it shakes out.
[CL 2680413 by Gil Gribb in Main branch]
2015-09-04 11:22:22 -04:00
Bob Tellez
8a69feef54 [AUTOMERGE]
#UE4 Fixed a couple bugs causing gathered stats to be discarded before they are processed

#RB Gil.Gribb

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2653709 by Bob.Tellez on 2015/08/12 18:32:24.

[CL 2653710 by Bob Tellez in Main branch]
2015-08-12 18:33:47 -04:00
Rolando Caloca
c6f04247f8 UE4 - Fix for togglerenderingthread on D3D12
#codereview Gil.Gribb, Marcus.Wassmer

[CL 2627806 by Rolando Caloca in Main branch]
2015-07-21 14:31:06 -04:00
Nick Whiting
725f67b353 #gearvr Updating to 0.6.0 mobile sdk. Code review for Chris to verify deployment code and plugin packaging in UEDeployAndroid.cs
#codereview chris.babcock

[CL 2620379 by Nick Whiting in Main branch]
2015-07-14 13:03:11 -04:00
Marcus Wassmer
bab3c9593b Tick movie player at a higher frequency for smoother playback.
Also fix  tearing issues with PS4 movie playback.
#codereview matt.kuhlenschmidt,lee.clark

[CL 2587822 by Marcus Wassmer in Main branch]
2015-06-15 16:35:54 -04:00
Bob Tellez
1d51305305 [AUTOMERGE]
#UE4 Remove WITH_EDITORONLY_DATA around assignment and use of GRenderingThreadError and GErrorHist to display rendering thread crashes in non-editor builds

#codereview Robert.Manuszewski

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2567784 by Bob.Tellez on 2015/05/27 20:38:28.

[CL 2570691 by Bob Tellez in Main branch]
2015-05-29 12:48:01 -04:00
Robert Manuszewski
eed7377de0 Support for suspending async loading.
- Async loading will now be suspended when render thread is suspended. This fixes a rare crash on startup.
- Fixed an infinite loading screen in situation when a package hasn't finished loading but was in a queue to be finalized on the game thread and something requested it to load again.

[CL 2566673 by Robert Manuszewski in Main branch]
2015-05-27 11:02:10 -04:00
Robert Manuszewski
8fe5db30e3 Merging UE4-Streaming to UE4
- Linkers are no longer UObjects. Renamed ULinker, ULinkerLoad and ULinkerSave to FLinker, FLinkerLoad, FLinkerSave respectively
- Linkers are now associated with their UPackages
- Linker version is now stored in UPackages
- Async loading is now performed on a separate thread (if platform supports it and only in cooked builds), with the exception of PostLoad which is still done on the game thread
- Added UObject::IsPostLoadThreadSafe() function to determine if PostLoad is thread safe and can be executed on the async loading thread (defaults to false)
- UObject creation is now thread safe and can be performed on any thread
- Move many of the linker/UObject globals into FUObjectThreadContext (TLS)
- GetAsyncLoadPercentage() now takes PostLoad into account
- More async loading stats
- Added AtomicallySetFlags/ClearFlags to UObject
- Made FModuleManager thread safe.
- Added FGCScopeGuard as means of preventing GC from executing from non-game thread
- It's possible to disable async loading thread through ini settings.
- Cancelling async loading will now also trigger GC
- Implemented a basic version of async streaming priorities.

Change 2410813 by Mikolaj Sieluzycki:
	Change Sleep in while loop to ConditionalSleep in FMultiReaderSingleWriterGT
Change 2410734 by Mikolaj Sieluzycki:
	Make FModuleManager thread safe.
Change 2399879 by Mikolaj Sieluzycki:
	Basic version of async streaming priorities.
Change 2410707 by Mikolaj Sieluzycki:
	Implement conditional and no stat versions of sleep.
Change 2371939 by Robert Manuszewski:
	Async Loading Improvements: adding more stats (accumulators)
Change 2372403 by Robert Manuszewski:
	Fixing compile errors when STATs are not enabled
Change 2371526 by Robert Manuszewski:
	AsyncLoading Improvements (WIP)
Change 2407198 by Robert Manuszewski:
	Re-implementing delegate fixes for Async Loading
Change 2407425 by Robert Manuszewski:
	Re-implementing cancelling async loading in the async loading branch.
Change 2484362 by Robert Manuszewski:
	Making it possible to disable async loading thread through ini settings.
Change 2484744 by Robert Manuszewski:
	Minimizing locks in GC and other threads when handling UObjects
Change 2480190 by Robert Manuszewski:
	Fixing infinite stall after canceling async loading in non-cooked builds
Change 2484268 by Robert Manuszewski:
	Fixing crash when allocating permanent object pool.
Change 2489761 by Robert Manuszewski:
	Fixing BulkData using linker archive on the main thread even if the linker was created on the async loading thread.
Change 2493624 by Robert Manuszewski:
	Cancelling async loading will now also trigger GC
Change 2487881 by Robert Manuszewski:
	Making ShaderIdMap operations thread safe.
Change 2488067 by Robert Manuszewski:
	Fixing GetAsyncLoadPercentage. It will now also respect PostLoad.
Change 2458640 by Robert Manuszewski:
	Fixing crash in PIE
Change 2458825 by Robert Manuszewski:
	Fixing a few crashes when streaming and the package is missing.
Change 2476935 by Robert Manuszewski:
	Fixing crash while async loading ANavigationData
Change 2477361 by Robert Manuszewski:
	Fixing crashes in cooked game
Change 2480095 by Robert Manuszewski:
	Making FUObjectArray more thread safe
Change 2475443 by Robert Manuszewski:
	Re-enabling single-threaded async loading path for the editor and platforms that don't support multithreading.
Change 2475458 by Robert Manuszewski:
	Making sure bulk data is only loaded on a separate thread if it's not being loaded on the async loading thread.
Change 2476661 by Robert Manuszewski:
	Fixing FlushAsyncLoading not flushing everything
Change 2401089 by Jaroslaw Surowiec:
	Core - Added AtomicallySetFlags/ClearFlags to UObject, added a comment to ThisThreadAtomicallyClearedRFUnreachable

[CL 2498249 by Robert Manuszewski in Main branch]
2015-04-01 03:03:18 -04:00
Gil Gribb
a6344aaf0b UE4 - remove several ifdefs related to parallel rendering making it available for DX12 and any PC RHI
[CL 2489182 by Gil Gribb in Main branch]
2015-03-24 08:49:41 -04:00
Jaroslaw Surowiec
9aee7dc31d Core - Runnable improvements
#codereview Robert.Manuszewski

[CL 2489120 by Jaroslaw Surowiec in Main branch]
2015-03-24 07:29:32 -04:00
Gil Gribb
35cf42566a UE4 - merge GDC branch, code @2465640 to main
[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
Jaroslaw Surowiec
1f2f30c7f3 Stats - Removed ExplicitFlush from the rendering thread, no longer needed
#codereview Robert.Manuszewski

[CL 2446758 by Jaroslaw Surowiec in Main branch]
2015-02-16 04:53:29 -05:00
Jaroslaw Surowiec
710c4da708 Core - Replaced FPlatformProcess::CreateSyncEvent with FPlatformProcess::GetSynchEventFromPool, CreateSyncEvent is not longer publicly available
#codereview Robert.Manuszewski

[CL 2421974 by Jaroslaw Surowiec in Main branch]
2015-01-28 07:31:10 -05:00
Keith Judge
24a170d2bd Re-enable thread affinity on Xbox One, and set some better defaults core mappings.
[CL 2415384 by Keith Judge in Main branch]
2015-01-22 11:26:35 -05:00