Commit Graph

38 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
fa6a9e3237 Merging //UE4/Dev-Main to Dev-Geometry (//UE4/Dev-Geometry)
#rb none

[CL 3968009 by Matt Kuhlenschmidt in Dev-Geometry branch]
2018-03-27 16:13:55 -04:00
Matt Kuhlenschmidt
68f4525e1b Merging //UE4/Dev-Main to Dev-Geometry (//UE4/Dev-Geometry)
#rb none

[CL 3889612 by Matt Kuhlenschmidt in Dev-Geometry branch]
2018-02-14 14:13:42 -05:00
Matt Kuhlenschmidt
92eed46d3f Merging //UE4/Dev-Main to Dev-Geometry (//UE4/Dev-Geometry)
#rb none

[CL 3635882 by Matt Kuhlenschmidt in Dev-Geometry branch]
2017-09-11 10:43:35 -04:00
Mike Fricker
3892ace583 Merging //UE4/Dev-Main to Dev-Geometry (//UE4/Dev-Geometry) (up to CL 3517493)
#rb none

[CL 3517961 by Mike Fricker in Dev-Geometry branch]
2017-06-30 12:21:06 -04:00
Matt Kuhlenschmidt
b7723933a6 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756)
#lockdown Nick.Penwarden
#rb none

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

Change 3229490 on 2016/12/09 by Cody.Albert

	Integrated fix to support named changelists in SVN

Change 3229574 on 2016/12/09 by Simon.Tourangeau

	Fix actor mobility getting changed on scene reimport

	#jira UE-39102

Change 3229692 on 2016/12/09 by Cody.Albert

	Fixing an XML Parser assert when parsing a root tag that completes on the same line.

	#jira UE-30393

Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt

	PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut)

Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt

	Eliminate editor sounds that play when  you PIE, simulate or possess the player.  They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load.

Change 3231475 on 2016/12/12 by Alex.Delesky

	#jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100.

Change 3231476 on 2016/12/12 by Alex.Delesky

	#jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once.

Change 3231477 on 2016/12/12 by Alex.Delesky

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3231479 on 2016/12/12 by Alex.Delesky

	#jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown.

Change 3231480 on 2016/12/12 by Alex.Delesky

	#jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file

Change 3231508 on 2016/12/12 by Alex.Delesky

	Removing todo comment

	#jira none

Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt

	Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes
	Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates

Change 3231618 on 2016/12/12 by Alex.Delesky

	#jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value.

Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt

	Add RF_Transactional to the list of default flags for creating or importing new assets.  All should be transactional by default

Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt

	Brighten up the output log by default

Change 3231648 on 2016/12/12 by Alex.Delesky

	#jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot.

Change 3231666 on 2016/12/12 by Alex.Delesky

	#jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets.

Change 3231674 on 2016/12/12 by Alex.Delesky

	#jira UE-37106 - When using or simulating touch for Widget Components, the hover/clicked state will now be accurately determined rather than showing hover on initial touch.

Change 3231745 on 2016/12/12 by Alex.Delesky

	Back out changelist 3231477 to fix build error C2259

Change 3232417 on 2016/12/13 by Simon.Tourangeau

	Add the following attributes to the Editor.Usage.FBX.Import EngineAnalytics event
	- FBX Version
	- Filename Hash
	- Import Type

	#jira UE-37453

Change 3232477 on 2016/12/13 by Michael.Dupuis

	#jira UE-39675 : There was an issue when the Neutral Value == the Min or Max value, so we simply prevent using the concept of neutral value if min or max == neutral as it mean you only want a log on one side.

Change 3232571 on 2016/12/13 by Alex.Delesky

	Back out changelist 3231745

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3232675 on 2016/12/13 by Alexis.Matte

	Fix a crash when reordering material with a fbx containing unused materials, add a fbx automation test to prevent similar issue.
	#jira UE-39692

Change 3232975 on 2016/12/13 by Alex.Delesky

	Fix to build error C2259 for the IPluginWizardDefinition API change.

Change 3233146 on 2016/12/13 by Michael.Dupuis

	#jira UE-38766 : Added eye dropper to select flatten height
	Fixed a rounding errors resulting in not flattening to the specified height
	Fixed a rounding error resulting in LandscapeDataAccess::GetTexHeight not always returning the appropriate value

Change 3233153 on 2016/12/13 by Alexis.Matte

	We cannot anymore change the instance override materials array topology, the topology is limited by the mesh materials array
	#jira UE-38827

Change 3234406 on 2016/12/14 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3234485 on 2016/12/14 by Michael.Dupuis

	tentative build fix for Mac

Change 3234495 on 2016/12/14 by Matt.Kuhlenschmidt

	Made a setting to control if PIE enter and exit sounds are played.  Off by default

Change 3236709 on 2016/12/15 by Simon.Tourangeau

	Fix camera export rotation offset

	#jira UE-34692
	#jira UE-39740

Change 3236782 on 2016/12/15 by Jamie.Dale

	Fixed EmitTermExpr failing to use the correct package ID

	FBPTerminal::Source used to be set to the pin, however when pins were moved away from being UObjects, FBPTerminal::SourcePin was added and FBPTerminal::Source is typically null.

Change 3236853 on 2016/12/15 by Alexis.Matte

	Fix the serialization of the staticmesh property FMeshSectionInfoMap

Change 3236890 on 2016/12/15 by Matt.Kuhlenschmidt

	Remove old define

Change 3239328 on 2016/12/18 by Richard.TalbotWatkin

	Fixed Focus Viewport action in Static Mesh Viewport. Problem was that the conversion to Orbit Camera for storing the camera position was trashing the desired position during cvamera transitions.  Orbit camera position is now only stored at the end of a transition.
	#jira UE-39825 - Key "F" for Focus acts Sporadically in the Static Mesh Editor Viewport

Change 3239660 on 2016/12/19 by Alex.Delesky

	#jira UE-38968, UE-36826 - Components attached to actors can now be directly scaled to negative values using the transform gizmo for that component.

Change 3239662 on 2016/12/19 by Alex.Delesky

	#jira UE-39007 - The data table row editor now contains a Reset to Default control.

Change 3239663 on 2016/12/19 by Alex.Delesky

	#jira UE-39698 - Importing CSV files will now show the name of the file in the import dialog.

Change 3240696 on 2016/12/20 by Michael.Dupuis

	#jira UETOOL-1009:
	Added paddiing to columns view
	Added auto resize of column when double clicking on splitter handle in the header
	Remove right number alignment after discussion with Matt K.

Change 3240758 on 2016/12/20 by Michael.Dupuis

	added missing non abstract implementation

Change 3240782 on 2016/12/20 by Michael.Dupuis

	Added missing documentation for content browser column auto resizing

Change 3240817 on 2016/12/20 by Alex.Delesky

	#jira UE-38940 - Copying a Material-Custom node with a tab character should now correctly render the tab.

Change 3240834 on 2016/12/20 by Michael.Dupuis

	tentative fix for build error

Change 3240984 on 2016/12/20 by Michael.Dupuis

	Removed unnecessary functions

Change 3241174 on 2016/12/20 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3241966 on 2016/12/21 by Chris.Wood

	Fixed Typo and changed execution order in "ComboBoxString" Component
	[UE-38994] - GitHub 2971 : Fixed Typo and changed execution order in "ComboBoxString" Component

	PR #2971: Fixed Typo and changed execution order in "ComboBoxString" Component (Contributed by eXifreXi)
	#github https://github.com/EpicGames/UnrealEngine/pull/2971

Change 3242126 on 2016/12/21 by Alexis.Matte

	Back out changelist 3236853
	We have to back out this change list because the change was implement in the 4.15 release branch and the EditorObjectVersion.h change is now implement in the ReleaseObjectVersion.h.

Change 3244492 on 2017/01/02 by Jamie.Dale

	Improved error message

Change 3244545 on 2017/01/02 by Nick.Darnell

	Navigation - Making it so we don't attempt to load HotReload during shutdown, we only access it if it's still loaded.

Change 3244549 on 2017/01/02 by Nick.Darnell

	Slate - Implementing custom hardware cursor loading across Windows, Mac and Linux and supports loading cursors from PAK files.  All platforms support loading PNGs through the FHardwareCursor interface.  Some platforms support additional formats, for multiresolution support, but there's a naming convention that can be used on PNGs for the same capability.  All of it is documented in the FHardwareCursor header.  The platform layer for ICursor, now has support for replacing cursor shapes as an override, and can be reset safely.

	The FHardwareCursor supports loading cursors from raw pixel buffers as well, the plan is to allow for the option to UTextures to also be used for hardware cursors.

	Now users through C++ can load and replace the hardware cursors with custom ones of their own,

	e.g. FSlateApplication::Get().RegisterCursor(EMouseCursor::Default, MakeShareable(new FHardwareCursor(FPaths::GameContentDir() / "Slate/FancyPointer", FIntPoint(0,0))));

	The next step is to expose a game friendly layer that supports caching cursors, and letting users change them out by name, without a bunch of destruction of OS resources.

Change 3244845 on 2017/01/03 by Jamie.Dale

	Fixing typo

	#jira UE-39920

Change 3244903 on 2017/01/03 by Jamie.Dale

	PR #3044: fix link error when FAssetData::PrintAssetData() is used in project (Contributed by kayama-shift)

Change 3245125 on 2017/01/03 by Alexis.Matte

	Put back the dev-editor version because there was some data create before we back it out

Change 3246106 on 2017/01/04 by Chris.Wood

	Removed broken CrashReportReciever pre-upload phase from CrashReportClient.
	[UE-40153] - CrashReportClient fails when used in legacy mode with a CrashReportReciever

Change 3246251 on 2017/01/04 by Alex.Delesky

	#jira UE-39869 - Moving an asset before saving it and then hitting Save All from the file menu will no longer save the asset in its original location.

Change 3246252 on 2017/01/04 by Alex.Delesky

	#jira UE-39793 - Fixes an issue with the AutoReimporter where specifying a non-existent mount point (a directory in the content browser) would cause a crash when attempting to auto-import an asset from a monitored directory, as well as ensuring that valid mount points will be able to create new assets from auto-import.

	The "Map Directory To" field when setting directories to monitor for auto-reimport has also been changed to use the content browser path picker instead of relying on the user to manually enter a mount point.

Change 3247620 on 2017/01/05 by Nick.Darnell

	Automation - Removing an adjustment to the number of shots we take for high res shots.

Change 3247621 on 2017/01/05 by Nick.Darnell

	Automation - Adding a few more rendering tests to the cornell box.

Change 3247629 on 2017/01/05 by Nick.Darnell

	Automation - Improving the comparison row display for screenshots so it's obvious what each image represents.

Change 3248811 on 2017/01/05 by Matt.Kuhlenschmidt

	PR #3091: Removed unnecessary UPackage casts (Contributed by projectgheist)

Change 3248860 on 2017/01/06 by Matt.Kuhlenschmidt

	Made the plugin browser select the "built in" category by default instead of the 2D category.  There is no reason for a sub-category to be selected first as it makes searching for plugins globally an extra click because you have to click on the base category first

Change 3249264 on 2017/01/06 by Matt.Kuhlenschmidt

	Fixed automation test warnings

	#jira UE-40198

Change 3249481 on 2017/01/06 by Michael.Dupuis

	#jira UE-37875 : Fill empty layers of components on assignation or creation
	Also fill new component added with the tool from neighbours predominance

Change 3249505 on 2017/01/06 by Matt.Kuhlenschmidt

	PR #3093: Include guard cleanup (Contributed by projectgheist)

Change 3249544 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3250738 on 2017/01/09 by Nick.Darnell

	UMG - The WIC now checks if the Widget is enabled before it claims that it's over an interactable or keyboard focusable widget.

	#jira UE-39845

Change 3250865 on 2017/01/09 by Nick.Darnell

	Slate - Updating EAutoCenter and ESizingRule to use the newer enum class style enums.

Change 3250867 on 2017/01/09 by Nick.Darnell

	Slate - Adding more logging to the hardware cursor code so that it reports more information when it doesn't find an exact match when it comes to cursor size.

Change 3250936 on 2017/01/09 by Nick.Darnell

	Automation - Refactoring the screenshot comparison tool to no longer require one one generated report.  Doing screenshot comparions now generates individual reports for each failed comparison so that they can be evaluated in bits, and as changes occur as the user reviews aspects, we can remove the reports.  There is now async image loading for the comparison view so that it doesn't hitch.

Change 3250937 on 2017/01/09 by Nick.Darnell

	Automation - Adding another example to the CornellBox test.

Change 3250958 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251162 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251254 on 2017/01/09 by Matt.Kuhlenschmidt

	Attempt to fix static analysis warnings

Change 3251373 on 2017/01/09 by Nick.Darnell

	Core - Now writing a log warning instead of ensuring if calling LoadModule wouldn't have been safe to do here, depending on load order.

Change 3251525 on 2017/01/09 by Nick.Darnell

	Automation - Fixing a build issue in ImageComparer.

Change 3252321 on 2017/01/10 by Alex.Delesky

	#jira UE-40164 - Importing multiple files to overwrite existing assets such as sounds will now correctly persist the "Yes to All" / "No to All" dialog selections.

Change 3252354 on 2017/01/10 by Nick.Darnell

	Image Compare - Fixing a potential threading hazard in the image comparer.

Change 3252356 on 2017/01/10 by Nick.Darnell

	Automation - The screenshot metadata now captures the commit/CL that the screenshot was taken at and records it in the metadata.

Change 3252601 on 2017/01/10 by Alexis.Matte

	Fbx automation test, reload feature implementation

Change 3252761 on 2017/01/10 by Jamie.Dale

	Fixing some IWYU errors with PCH disabled

Change 3252765 on 2017/01/10 by Jamie.Dale

	Fixing some static analysis warnings

Change 3252793 on 2017/01/10 by Jamie.Dale

	Fixing FText natvis

	The text data visualizers have to be defined before the text visualizer

Change 3253987 on 2017/01/11 by Matt.Kuhlenschmidt

	PR #3108: Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit (Contributed by SRombauts)

Change 3254378 on 2017/01/11 by Matt.Kuhlenschmidt

	Refactor scene importing to allow for plugins to make scene importers

Change 3254679 on 2017/01/11 by Matt.Kuhlenschmidt

	Fix calling LoadModule in perforce source control off the main thread

Change 3256472 on 2017/01/12 by Jamie.Dale

	Improved error reporting from IncludeTool

	- The error reporting was using zero-based line indices which was misleading.
	- The error reporting now includes the offending line to remove ambiguity.

Change 3256725 on 2017/01/13 by Jamie.Dale

	IncludeTool can now parse typedef in Fwd headers

Change 3256758 on 2017/01/13 by Jamie.Dale

	Added support for String Tables

	String Tables provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text.

	String Tables can be defined in C++ (using the LOCTABLE family of macros), loaded via CSV file, or created as an asset. They can be referenced in C++ using either the LOCTABLE macro, or the static FText::FromStringTable function. INI files can reference them using the LOCTABLE macro syntax, and FText properties in assets can reference them via the advanced settings combo.

Change 3257018 on 2017/01/13 by Alexis.Matte

	FbxAutomationTest fix the import reload operation, it was calling garbagecollect with no keep flag

Change 3257168 on 2017/01/13 by Jamie.Dale

	Removed code that was writing null into bytecode during save

Change 3257344 on 2017/01/13 by Jamie.Dale

	Backing out changelist 3256725, and excluding my header from the scan instead

Change 3257426 on 2017/01/13 by Nick.Darnell

	Slate - Adding the ability to invert alpha when drawing slate textures.  Going to be used in the future for rendering render targets for the scene which have inverted alpha.

Change 3257572 on 2017/01/13 by Nick.Darnell

	Slate - Fixing a build error.

Change 3257970 on 2017/01/14 by Jamie.Dale

	Fixing exclude path

Change 3258458 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3135: GameViewportClient: FOnCloseRequested is now a multicast delegate (Contributed by Nadrin)

Change 3258472 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3126: Fix to load editor style assets (Contributed by projectgheist)

Change 3258473 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3124: Fix wrong result with Image-DrawAsBox with PaperSprite. (Contributed by valval88)

Change 3258539 on 2017/01/16 by Nick.Darnell

	Slate - Pixel Snapping has been moved to the GPU for the RHI rendering policy.  Additionally, widgets with a render transform of Scale, Rotation or Sheer, and their children are no longer pixel snapped, this should reduce some of jittering seen by users when animations are applied to widgets.  NOTE: This only affects render transforms, any transform in layout space is still subject to pixel snapping.

Change 3258607 on 2017/01/16 by Nick.Darnell

	Fixing the mac build.

Change 3258661 on 2017/01/16 by Matt.Kuhlenschmidt

	Actors with experimental components no longer say
	"Uses experimental class: Actor" when selecting the actor root in the details panel

	#jira UE-40535

Change 3258678 on 2017/01/16 by Nick.Darnell

	Platform - Introducing a way to get the mimetype for a file on Windows.  Other platforms don't yet have an implementation outside of returning application/unknown.

Change 3258924 on 2017/01/16 by Nick.Darnell

	Platform - Implementing a fallback for the generic platform http, that can do some basic mimetype lookups.

Change 3258929 on 2017/01/16 by Nick.Darnell

	UMG - Fixing the animation to finish the evaluation before it notifies that the animation completed.

Change 3259109 on 2017/01/16 by Nick.Darnell

	Platform - The GetMimeType function now only takes in FilePath, since some platforms will require that actually resolve to a file on disk in order to determine the true mimetype.

Change 3259111 on 2017/01/16 by Alexis.Matte

	Avoid to move the camera when we re-import in the static mesh editor
	#jira UE-40613

Change 3259275 on 2017/01/16 by Matt.Kuhlenschmidt

	Fix crash when a slate window is resized and calls into a scene viewport during loading code when the scene viewport is not in a slate hierarchy and thus has no widget

Change 3259300 on 2017/01/16 by Nick.Darnell

	UMG - Introducing PreConstruct and NativePreConstruct to the base UUserWidget.  Users can now visualize non-binding based changes in the designer by evaluating a very limited amount of the blueprint code.  In the event your user widget crashes on load, due to calling something unsafe, you can disable evaluation in the editor preferences under Widget Designer.

Change 3259306 on 2017/01/16 by Nick.Darnell

	Games - Removing the Game Specific implementations of PreConstruct.

Change 3260182 on 2017/01/17 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3261049 on 2017/01/17 by Nick.Darnell

	Slate - Putting in some fixes for the non-gpu pixel snapping mode, and disabling gpu snapping while we dig into why it looks weird.

Change 3261434 on 2017/01/17 by Nick.Darnell

	Fixing the mac build.

Change 3261435 on 2017/01/17 by Nick.Darnell

	Slate - Tweaking some aspects of the slate rounding code on the GPU.  There's still some precision loss somewhere causing subtle differences in where the snap occurs, that's different from previously.

Change 3261460 on 2017/01/17 by Nick.Darnell

	UMG - Tweaking the defintiions of NativePreConstruct, dropping passing in design time since that is readily available in native code.

Change 3261833 on 2017/01/18 by Alexis.Matte

	Fix all warning for fbx automation tests
	#jira UE-40208

Change 3261874 on 2017/01/18 by Matt.Kuhlenschmidt

	PR #3136: Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files (Contributed by SRombauts)

Change 3262000 on 2017/01/18 by Jamie.Dale

	Updated Slate to allocate widgets using MakeShared

	This saves one allocation per-widget

Change 3262003 on 2017/01/18 by Nick.Darnell

	UMG - Widget Interaction Components now ignore Visible(false) Widget Components when tracing.

	#jira UE-40523

Change 3262052 on 2017/01/18 by Alexis.Matte

	Put back the staticmesh skinxx workflow
	#jira UE-40782

Change 3262775 on 2017/01/18 by Nick.Darnell

	Slate - Ditching moving vertex rounding to the GPU, some precision issues could not be overcome.  Ended up writing a clean way to implement it on the CPU.

Change 3262818 on 2017/01/18 by Alex.Delesky

	#jira UE-40668 - Editor preferences will now save for data pin styles

Change 3263679 on 2017/01/19 by Nick.Darnell

	Slate - Adding some comments to the Slate Vertex Rounder.

Change 3265154 on 2017/01/19 by Nick.Darnell

	Slate/UMG - Putting in some more time into pixel snapping.  I've re-introduced the old constructors, and decided to go with the templated approach, as to not break old code that relied on the FSlateVertex working a certain way.

Change 3265478 on 2017/01/20 by Chris.Wood

	Added config support for hang detection time and switching hang detection on/off in UnrealWatchdog
	[UE-40838] - Make hang time configurable and increase default in UnrealWatchdog

Change 3265600 on 2017/01/20 by Nick.Darnell

	Slate - Making some const local variables const.

Change 3265714 on 2017/01/20 by Alex.Delesky

	#jira UE-40791 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

Change 3265865 on 2017/01/20 by Alex.Delesky

	#jira UE-40511 - The Content Browser file path will now update when inside a folder that is deleted from the Sources Panel.

Change 3267989 on 2017/01/23 by Jamie.Dale

	Exposed String Tables to Blueprints

Change 3268018 on 2017/01/23 by Jamie.Dale

	Small API clean-up for string tables

Change 3268455 on 2017/01/23 by Matt.Kuhlenschmidt

	Fix SaveAs (Which says SaveCurrentAs) not saving the current level and only saving the persistent level and then reloading everything thus causing work to be lost if editing a sub-level

	#jira UE-40930

Change 3269388 on 2017/01/24 by Chris.Wood

	Refactored tick timing in UnrealWatchdog to stop bug where it doesn't close.
	[UE-40839] - UnrealWatchdog running and blocking use of Unreal Game Sync for internal users

	Standalone tool code only - doesn't touch engine

Change 3270205 on 2017/01/24 by Cody.Albert

	Updated FUnrealEdMisc::OnMessageTokenActivated to properly traverse up the outer hierarchy of an object.

Change 3270231 on 2017/01/24 by Cody.Albert

	Renamed and exposed GetFullScreenAlignment and GetViewportAnchors for consistency with the setters

Change 3271734 on 2017/01/25 by Michael.Dupuis

	#jira UE-38631
	Add sorting for landscape target layer, user can now sort alphabetical, material based or custom
	Added a new vertical box SDragNDropVerticalBox to handle drag & drop of FSlot
	Fixed SDropTarget to only consider the drop action if it was started by it
	Added visibility toggle to only show used layers in the currently loaded data

Change 3271797 on 2017/01/25 by Jamie.Dale

	Renamed HasBeenAlreadyMadeSharable to DoesSharedInstanceExist as the old name was nonsense

Change 3271813 on 2017/01/25 by Jamie.Dale

	Fixed bad access of a shared this during widget destruction when a context menu was open

Change 3271988 on 2017/01/25 by Nick.Darnell

	Slate - Removing some old checkbox deprecated code from the 4.3 and 4.6 days.

Change 3271992 on 2017/01/25 by Nick.Darnell

	Blueprints - Making the checked call better to log out more information when dragging and dropping a missing property.

Change 3272134 on 2017/01/25 by Jamie.Dale

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text).

Change 3272301 on 2017/01/25 by Nick.Darnell

	Slate - More cleanup from the removal of a old legacy enum that people were still using.

Change 3273070 on 2017/01/26 by Chris.Wood

	Fix CIS errors in landscape code from CL 3271734

Change 3273123 on 2017/01/26 by Chris.Wood

	Fix crash during init of CRC when running packaged without access to main engine config hierarchy.

Change 3273194 on 2017/01/26 by Nick.Darnell

	Fixing some build warnings.

Change 3273242 on 2017/01/26 by Michael.Dupuis

	#jira UE-39948 : if we detect there is multiple levels in the current persistent when we add a new foliage asset we ask to save the foliage as an asset to permit paiting over multiple levels

Change 3273279 on 2017/01/26 by Jamie.Dale

	String Table INI redirects are now in the "Core.StringTable" section (rather than "/Script/Engine.Engine")

Change 3273483 on 2017/01/26 by Alex.Delesky

	#jira UE-32047 - Made changes to the FixupRedirects commandlet to ensure that files that are marked for delete are moved from the default changelist to the pending changelist and submitted when using Perforce.

	Also makes a slight change to the ResavePackages commandlet to submit files marked for delete.

Change 3273568 on 2017/01/26 by Alex.Delesky

	Modifying changes made to SPluginWizard to have the plugin loading phase determined by the wizard's definition rather than from the first selected template.

	#jira none

Change 3273855 on 2017/01/26 by Alex.Delesky

	#jira UE-41117 - Updating the tooltip on the "Allow Paint of all LODs" option for mesh paint mode.

Change 3274200 on 2017/01/26 by Alex.Delesky

	For IPluginWizardDefinition, temporarily adding function bodies to two methods instead of having them be pure virtual methods.

Change 3274317 on 2017/01/26 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3275072 on 2017/01/27 by Michael.Dupuis

	#jira UE-38631 tweaks
	Fix typo error
	Iterate all components, not only active one
	Force expand the Target Layers widget

Change 3275249 on 2017/01/27 by Alexis.Matte

	Color grading controls: Keep the vector ratio when changing the master slider
	#jira UETOOL-1098

Change 3275282 on 2017/01/27 by Alexis.Matte

	Color grading controls: Cosmetic changes
	#jira UETOOL-1099

Change 3275292 on 2017/01/27 by Alexis.Matte

	Make sure the build is called once when we import a staticmesh.
	#jira UE-40947

Change 3275430 on 2017/01/27 by Alexis.Matte

	Add some fbx automation tests
	- Import a mesh with no material
	- Import corrupted asset with no section in a LOD
	- Import morph targets
	- Materials name clash
	- Max Multimap material ordering

Change 3275683 on 2017/01/27 by Michael.Dupuis

	#jira UE-41215 : when saving an asset do not register the transaction, and make sure that the duplicate wont keep a copy in the transaction buffer as an asset can't be undo

Change 3276237 on 2017/01/27 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3276266 on 2017/01/27 by Jamie.Dale

	Fix for accessing a potentially null pointer

Change 3277065 on 2017/01/30 by Chris.Wood

	Move crash report temp files to saved config and cleanup on schedule.
	[UE-39506] - CrashReportClient ini folders are not cleaned when opening the editor

Change 3277236 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix crash when cancelling SaveCurrentLevelAs

	#jira UE-41182

Change 3277409 on 2017/01/30 by Jamie.Dale

	Improved text rendering when the last resort font is missing

	The last resort font is no longer included in shipping builds, so this change makes some improvements to text rendering when it's missing.

	- The legacy font cache no longer tries to use the last resort font if it's not available (preventing warnings).
	- The Slate font renderer no longer tries to use the last resort font if it's not available.
	- Text shaping will use the last resort character if none of the available fonts can render a given character (likely because the last resort font is missing).
	- HarfBuzz shaped text now uses the fallback character correctly.

Change 3277749 on 2017/01/30 by Nick.Darnell

	Slate - Moving ESlateDrawEffect & ESlateBatchDrawFlag over to be enum class, found cases where users were improperly assuming the enum order, and so now it won't be possible to just treat an int32 or a bool as the draw effect value.

	Core - Adding EnumHasAllFlags and EnumHasAnyFlags, templated functions to make it easier to check for the existance of a flag on enum classes.

Change 3277805 on 2017/01/30 by Nick.Darnell

	Rendering - Changing some LoadModuleChecked calls to GetModuleChecked, as these calls are not happening on the main thread and are not safe to make.

Change 3277914 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix Niagara slate style warning on startup

Change 3278058 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile error

Change 3278132 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278133 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile errors

Change 3278186 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278525 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278534 on 2017/01/30 by Nick.Darnell

	Automation - Clearing up several warnings/errors with automation results, trying to get Automation Tests to at least yellow before integration.

Change 3278941 on 2017/01/31 by Nick.Darnell

	Fixing a build warning due to build team refactor.

Change 3278949 on 2017/01/31 by Nick.Darnell

	Fixing incrmenetal build issues.

Change 3278953 on 2017/01/31 by Nick.Darnell

	Fixing some incrmental linux build issues.

Change 3278964 on 2017/01/31 by Nick.Darnell

	FIxing more incremental build issues.

Change 3279256 on 2017/01/31 by Michael.Dupuis

	#jira UE-41319
	#jira UE-41315
	#jira UE-41316
	Instead of getting the Landscape Actor, call GetLandscapeProxy so all case are handled, either proxy or landscape actor

Change 3279270 on 2017/01/31 by Chad.Garyet

	re-updating the automation test pool

[CL 3279775 by Matt Kuhlenschmidt in Main branch]
2017-01-31 15:22:49 -05:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

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

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Gil Gribb
ab5d7150f4 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none

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

Change 3122543 on 2016/09/13 by Ben.Woodhouse

	Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.

	#jira UE-35878

Change 3122544 on 2016/09/13 by Ben.Woodhouse

	Shadow stencil optimisation with cvar (enabled by default)

	Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.

	This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)

	Shadow projection GPU time profiling :
	Test map with 35 characters, stationary directional light
	  - 4ms-2ms on XB1
	  - 2.5ms to 0.9ms on PC (r9-390X)
	  - 3ms-2ms on PS4

	Paragon PS4 (roughly 20% reduced - from ~0.39ms)

Change 3122687 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES31 crash

Change 3122691 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fixes for SDK 1.0.26.0

Change 3122778 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3122921 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES3.1

Change 3122925 on 2016/09/13 by Ben.Woodhouse

	Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
	#jira UE-35904

Change 3123016 on 2016/09/13 by Chris.Bunner

	Fixed adaptive tessellation, broken by CL 3089208 refactor.
	#jira UE-35341

Change 3123079 on 2016/09/13 by Rolando.Caloca

	DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)

Change 3123503 on 2016/09/13 by David.Hill

	#jira UE-25623
	converted a check() to checkf() to include better diagnostic information.

Change 3123617 on 2016/09/13 by Guillaume.Abadie

	Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.

	#jira UE-35128

Change 3123743 on 2016/09/13 by Brian.Karis

	Separate mesh reduction interfaces for static and skeletal.

	Zero bad tangents from input mesh.

Change 3125378 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.

Change 3125527 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix UT build and mac

Change 3125741 on 2016/09/14 by Rolando.Caloca

	DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)

Change 3125763 on 2016/09/14 by Rolando.Caloca

	DR - vk - Added new Renderpass cache
	- Fix buffer barrier warning

Change 3125769 on 2016/09/14 by Rolando.Caloca

	DR - Renamed cvar to r.DumpSCWQueuedJobs

Change 3125771 on 2016/09/14 by Rolando.Caloca

	DR - Added support for SV_ClipDistance on GL3 & 4

Change 3125792 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Odin and PS4

Change 3125880 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Fortnite

Change 3125968 on 2016/09/14 by Brian.Karis

	Removed comment

Change 3126315 on 2016/09/15 by Ben.Woodhouse

	GPU profiler robustness
	-  Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
	- Simplify gathering logic
	- Fix race condition where we could read back queries before they're submitted on the RHI thread.
	- Fix for movie player stat gathering - disable gathering outside of the main engine tick
	#jira UE-35975

Change 3126792 on 2016/09/15 by Rolando.Caloca

	DR - vk - Release render pass cache

Change 3126804 on 2016/09/15 by Rolando.Caloca

	DR - vk - Fix UpdateTexture2D()
	#jira UE-34151

Change 3126884 on 2016/09/15 by Rolando.Caloca

	DR - vk - Compile fix

Change 3126953 on 2016/09/15 by Rolando.Caloca

	DR - Enable GPU capture when running OpenGL under RenderDoc
	- Will also set the memory mode to non coherent so not to kill performance on RenderDoc

Change 3126966 on 2016/09/15 by Rolando.Caloca

	DR - Allow cooking for Vulkan SM4 to help with packaging

Change 3127082 on 2016/09/15 by Guillaume.Abadie

	Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.

	#jira UE-35367, UE-33602, UE-33603, UE-33604
	#review-3125887 @brian.karis

Change 3127130 on 2016/09/15 by Mark.Satterthwaite

	Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3127475 on 2016/09/15 by Rolando.Caloca

	DR - vk - Debug dump

Change 3128131 on 2016/09/16 by Ben.Woodhouse

	(Integrated from //UE4/Private-Partner-NREAL/...)

	Alpha output support for postprocess materials (optional via a parameter)

	Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)

Change 3128135 on 2016/09/16 by Ben.Woodhouse

	GPU profiler (PS4) - remove bubbles between commandlist submissions from query times

	Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)

	Also fixes some potential precision issues with unit GPU timing

Change 3128247 on 2016/09/16 by Rolando.Caloca

	DR - vk - Cache framebuffers

Change 3128593 on 2016/09/16 by Rolando.Caloca

	DR - vk - Fix for crash loading map
	#jira UE-36072

Change 3128759 on 2016/09/16 by Mark.Satterthwaite

	Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.

Change 3130236 on 2016/09/19 by Chris.Bunner

	Exposed full SceneCaptureComponent classes instead of select methods.
	#jira UE-35996

Change 3130388 on 2016/09/19 by Rolando.Caloca

	DR - Avoid crash when adding dynamic primitives
	#jira UE-35327

Change 3130393 on 2016/09/19 by Marc.Olano

	Improve vector noise tooltips & documentation

Change 3130547 on 2016/09/19 by Ben.Woodhouse

	Fix for ensure fail when initializing point light shadowmaps.

	This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.

	I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
	#jira UE-35837

Change 3130578 on 2016/09/19 by Daniel.Wright

	Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL

Change 3130682 on 2016/09/19 by Rolando.Caloca

	DR - Better fix for UE-35327
	#jira UE-35327

Change 3130767 on 2016/09/19 by Uriel.Doyon

	Better handling of color array in VisualizeComplexity code to prevent assert.
	#jira UE-29332

Change 3130965 on 2016/09/19 by Arne.Schober

	DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.

Change 3130967 on 2016/09/19 by Chris.Bunner

	Hid redundant texture sampler properties from texture object parameter.
	Hid redundant texture property input on texture parameter nodes.
	Fixed copy-paste error in expression texture parameter docs.
	#jira UE-32724

Change 3131118 on 2016/09/19 by Mark.Satterthwaite

	Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3131153 on 2016/09/19 by Rolando.Caloca

	DR - Fix recompute normals when triangles have a LHS tangent basis

	Integrate from 3028634
	- Also make meshes that don't have morphs be able to run through the recompute normals path
	#jira UE-35472

Change 3131228 on 2016/09/19 by Mark.Satterthwaite

	Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
	#jira UE-35240

Change 3131246 on 2016/09/19 by Rolando.Caloca

	DR - Shrink gpu skinning permutations

Change 3131261 on 2016/09/19 by Mark.Satterthwaite

	Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
	ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.

Change 3131265 on 2016/09/19 by Mark.Satterthwaite

	Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.

Change 3131271 on 2016/09/19 by Mark.Satterthwaite

	Use private memory for the Metal stencil SRV workaround needed on El Capitan.

Change 3131273 on 2016/09/19 by Mark.Satterthwaite

	Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.

Change 3131280 on 2016/09/19 by Mark.Satterthwaite

	For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.

Change 3131283 on 2016/09/19 by Mark.Satterthwaite

	Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.

Change 3131402 on 2016/09/19 by Rolando.Caloca

	DR - Disambiguate callstack
	#jira UE-34415

Change 3131469 on 2016/09/19 by Rolando.Caloca

	DR - vk - Check if we can allocate descriptors off a pool

Change 3131482 on 2016/09/19 by Rolando.Caloca

	DR - vk - Remove unused var

Change 3131506 on 2016/09/19 by Mark.Satterthwaite

	With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.

Change 3131536 on 2016/09/19 by Rolando.Caloca

	DR - vk - Compile fix

Change 3131564 on 2016/09/19 by Rolando.Caloca

	DR - vk - Submit Hint
	- Disable framebuffer recycling as its causing a hang

Change 3131625 on 2016/09/19 by Mark.Satterthwaite

	Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.

Change 3131630 on 2016/09/19 by Mark.Satterthwaite

	More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.

Change 3131955 on 2016/09/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3131978 on 2016/09/20 by Gil.Gribb

	CIS fix

Change 3132584 on 2016/09/20 by Ben.Woodhouse

	Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling

	#jira UE-35937

Change 3132696 on 2016/09/20 by Mark.Satterthwaite

	Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.

Change 3132772 on 2016/09/20 by Mark.Satterthwaite

	Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.

Change 3132870 on 2016/09/20 by Ben.Woodhouse

	Fix mac compile error

Change 3133049 on 2016/09/20 by Brian.Karis

	Changed light source shapes in reflection captures to use alpha

Change 3133057 on 2016/09/20 by Brian.Karis

	Alphaed out on spot light cone as well.

Change 3133263 on 2016/09/20 by Rolando.Caloca

	DR - vk - Debug names for objects

Change 3133292 on 2016/09/20 by Rolando.Caloca

	DR - vk - Fix SRGB upload/formats

Change 3133395 on 2016/09/20 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3134026 on 2016/09/21 by Gil.Gribb

	Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3134730 on 2016/09/21 by Arne.Schober

	DR - [UE-34481] - Fix minor brokenness found by Gil

Change 3134792 on 2016/09/21 by Chris.Bunner

	Fixed compile errors for non-editor builds.

Change 3135214 on 2016/09/21 by Rolando.Caloca

	DR - vk - Fix visualize texture
	- Dump memory when OOM (to track leaks)

Change 3135225 on 2016/09/21 by Rolando.Caloca

	DR - vk - Ensure on exit if mem leak
	- Update fences if running wait for idle

Change 3135672 on 2016/09/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3135793 on 2016/09/22 by Rolando.Caloca

	DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer

Change 3135816 on 2016/09/22 by Rolando.Caloca

	DR - Add names for d3d on renderdoc

Change 3135894 on 2016/09/22 by Chris.Bunner

	Fixed initialization order warning.

Change 3136024 on 2016/09/22 by Rolando.Caloca

	DR - vk - Fix stencil faces

Change 3136042 on 2016/09/22 by Marcus.Wassmer

	Fix compile error

Change 3136046 on 2016/09/22 by Chris.Bunner

	Renamed material for PostTonemapHDRColor visualization to reflect actual usage.

Change 3136308 on 2016/09/22 by Uriel.Doyon

	Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
	#jira UE-36094

Change 3136798 on 2016/09/22 by Chris.Bunner

	Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.

Change 3137092 on 2016/09/22 by Rolando.Caloca

	DR - vk - Rename pipeline to gfx pipeline

Change 3137263 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135157:
	Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
	#jira FORT-30061

Change 3137265 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135169:
	Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).

Change 3137266 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135237:
	Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.

Change 3137268 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3136033:
	To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
	Fix GPU selection code in MetalRHI to confirm everything is working.
	#jira FORT-30385

Change 3137269 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3137164:
	Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
	#jira FORT-30377

Change 3137606 on 2016/09/23 by Gil.Gribb

	Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3137936 on 2016/09/23 by Rolando.Caloca

	DR - Split RHICmdList clear into color & ds in prep for changes

Change 3138346 on 2016/09/23 by Rolando.Caloca

	DR - vk - Some renaming and splitting classes in prep for compute

Change 3138628 on 2016/09/23 by Rolando.Caloca

	DR - vk - Fix mem leak on framebuffers

Change 3138721 on 2016/09/23 by Daniel.Wright

	Better comment for r.DefaultFeature.AntiAliasing

Change 3138722 on 2016/09/23 by Daniel.Wright

	Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface

Change 3138723 on 2016/09/23 by Daniel.Wright

	Corrected GC doc

Change 3138892 on 2016/09/23 by Daniel.Wright

	Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build

Change 3138905 on 2016/09/23 by Daniel.Wright

	"Optimizations" -> "Optimization Viewmodes"

Change 3138939 on 2016/09/23 by Daniel.Wright

	Disabled the stationary light overlap viewmode with forward shading

Change 3139710 on 2016/09/26 by Rolando.Caloca

	DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture

Change 3139820 on 2016/09/26 by Rolando.Caloca

	DR - Remove prefix from shader frequency strings

Change 3139828 on 2016/09/26 by Marcus.Wassmer

	Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.

Change 3139840 on 2016/09/26 by Benjamin.Hyder

	Adding VectorNoise Examples to TM-Noise map

Change 3139862 on 2016/09/26 by Rolando.Caloca

	DR - Better log to track down crash
	#jira UE-36271

Change 3140142 on 2016/09/26 by Rolando.Caloca

	DR - Fix clang warning

Change 3140145 on 2016/09/26 by Rolando.Caloca

	DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters

Change 3140360 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios and lightmaps moved to separate package
	* Levels can be marked as lighting scenarios (eg Day, Night).  Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden.  Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
	* Most outputs of the lighting build now go into a separate _BuiltData package.  This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
	* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package.  This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both).  This also means that lightmaps for a streaming level will not be streamed with it.
	* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
	* Reflection captures and precomputed visibility were not moved to the separate package.  Reflection captures are force updated on load of a lighting scenario level, which can increase load times.

Change 3140361 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios UI

Change 3140582 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140166
	Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
	#jira FORT-30551

Change 3140584 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140131:
	Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
	#jira FORT-30622

Change 3140586 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140450:
	Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
	#jira FORT-30649

Change 3140594 on 2016/09/26 by Zabir.Hoque

	Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.

Change 3140601 on 2016/09/26 by Marcus.Wassmer

	New 'Cinematic' Scalability level.  Remove unused 'new' motionblur CVAR

Change 3140602 on 2016/09/26 by Zabir.Hoque

	CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.

	#Tests: Fix was tested by licensee (GearBox).

Change 3140622 on 2016/09/26 by Rolando.Caloca

	DR - vk - More prep for sm5

Change 3140765 on 2016/09/26 by Rolando.Caloca

	DR - Fix ensure from bad clear depth surface

Change 3141251 on 2016/09/27 by Rolando.Caloca

	DR - vk - Rename & cleanup

Change 3141394 on 2016/09/27 by Rolando.Caloca

	DR - vk - Compute pipeline state

Change 3141463 on 2016/09/27 by Mark.Satterthwaite

	Fix the include order to avoid compile errors on Mac.

Change 3141529 on 2016/09/27 by Gil.Gribb

	Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3141830 on 2016/09/27 by zachary.wilson

	Adding testing content for lighting scenarios to collaborate with Ben

Change 3141941 on 2016/09/27 by Olaf.Piesche

	Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.

Change 3142035 on 2016/09/27 by Olaf.Piesche

	Fix compiler error from silly leftover bit of code.

Change 3142065 on 2016/09/27 by Benjamin.Hyder

	Updating Lighting Scenario map

Change 3142262 on 2016/09/27 by Mark.Satterthwaite

	Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
	On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
	On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
	#jira UE-35749

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3142397 on 2016/09/27 by Mark.Satterthwaite

	Update hlslcc for Mac including RCO's changes in CL #3142292.
	#jira UE-31438

Change 3142438 on 2016/09/27 by Daniel.Wright

	UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking

Change 3142452 on 2016/09/27 by Rolando.Caloca

	DR - Proper support for int defines

Change 3142519 on 2016/09/27 by Arne.Schober

	DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.

Change 3142537 on 2016/09/27 by Daniel.Wright

	Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset

Change 3142691 on 2016/09/27 by Daniel.Wright

	Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content

Change 3142711 on 2016/09/27 by Daniel.Wright

	GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser

Change 3142712 on 2016/09/27 by Daniel.Wright

	Separate category for ParticleCutout properties

Change 3142762 on 2016/09/27 by Uriel.Doyon

	Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
	The density are computed by the engine but can be overridden by the user in the material tabs.

	Texture streaming intermediate component data is now per material instead of per lod-section.

	New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
	This is currently used to show which UV channel and which texture index is being
	shown in the texture streaming accuracy viewmodes.
	This replaces r.Streaming.AnalysisIndex

	Renamed texture streaming viewmodes:
	MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
	MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
	MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales

	Improved UV density computation and viewmode.

	LightmapUVDensity is now computed separately from UVChannel Density.

	Fixed texture streaming for instanced static mesh component and derived types.

Change 3143464 on 2016/09/28 by Daniel.Wright

	Removed 'experimental' from forward shading setting

Change 3143508 on 2016/09/28 by Chris.Bunner

	Added component type handling to FoldedMath and Length material expressions.
	#jira UE-36304

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3143563 on 2016/09/28 by Rolando.Caloca

	DR - vk - Force hlslcc re-link

Change 3143648 on 2016/09/28 by Daniel.Wright

	Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.

Change 3143661 on 2016/09/28 by Chris.Bunner

	Warning fix.

Change 3143723 on 2016/09/28 by Daniel.Wright

	DumpUnbuiltLightIteractions after lighting build for debugging

Change 3143822 on 2016/09/28 by Arne.Schober

	DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.

Change 3143860 on 2016/09/28 by Benjamin.Hyder

	Updating TM-Noise map to include 3d noise examples

Change 3143939 on 2016/09/28 by Rolando.Caloca

	DR - vk - Better debugging of submissions
	- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs

Change 3144006 on 2016/09/28 by Brian.Karis

	Fixed PixelError not being set correctly with LOD groups.

	Removed unneeded Simplygon references.
	Mesh reduction module can now be chosen by name with r.MeshReductionModule

Change 3144026 on 2016/09/28 by Benjamin.Hyder

	Updating QA-Effects map to correct numbering issue

Change 3144098 on 2016/09/28 by Arne.Schober

	DR - ViewMatrices Refactoring - Fix UT

Change 3144158 on 2016/09/28 by Rolando.Caloca

	DR - Undo splitting RHI command context

Change 3144952 on 2016/09/29 by Rolando.Caloca

	DR - vk - Missing swapchain flag

Change 3145064 on 2016/09/29 by Olaf.Piesche

	#jira UE-36091

	Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3145485 on 2016/09/29 by Daniel.Wright

	Made SeamlessTravelLoadCallback handle legacy lightmaps

Change 3145527 on 2016/09/29 by Daniel.Wright

	Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel

Change 3145530 on 2016/09/29 by Simon.Tovey

	UE-36188 - Editor crash when updating hierarchical instance static mesh component

	Dirtied render state rather than unsafe update of bounds.

Change 3145608 on 2016/09/29 by Gil.Gribb

	Attempt to fix a random compiler error under win32

Change 3145749 on 2016/09/29 by Uriel.Doyon

	Fix for static analysis warning

Change 3146091 on 2016/09/29 by Zabir.Hoque

	RHI Interface changes to support PSO based APIs

Change 3146092 on 2016/09/29 by Zabir.Hoque

	D3D12 RHI support for PSO based APIs.

Change 3146590 on 2016/09/30 by Gil.Gribb

	Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3146731 on 2016/09/30 by Rolando.Caloca

	DR - Fix merge conflicts

Change 3146778 on 2016/09/30 by Rolando.Caloca

	DR - More integration compile fixes

Change 3146790 on 2016/09/30 by Rolando.Caloca

	DR - Integration fix

Change 3146849 on 2016/09/30 by Rolando.Caloca

	DR - Final integration fix

Change 3146899 on 2016/09/30 by Daniel.Wright

	Static analysis fix for dereferencing World

Change 3147020 on 2016/09/30 by Rolando.Caloca

	DR - vk - Fix depth issue on AMD cards
	- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
	- Added num color attachments to pipeline key

Change 3147034 on 2016/09/30 by Rolando.Caloca

	DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
	#jira UE-36277
	#jira UE-36500

Change 3147080 on 2016/09/30 by Rolando.Caloca

	DR - vk - Disable debug info by default

Change 3147082 on 2016/09/30 by Chris.Bunner

	Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
	#jira UE-36491

Change 3147388 on 2016/09/30 by Chris.Bunner

	Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
	#jira UE-35288

Change 3147394 on 2016/09/30 by Chris.Bunner

	Additional logging for rare error.
	#jira UE-35812

Change 3147459 on 2016/09/30 by Rolando.Caloca

	DR - vk - Some more srgb formats

Change 3147537 on 2016/09/30 by Rolando.Caloca

	DR - vk - Standarize srgb flag like D3D11
	- Minor FVulkanShader cleanup

Change 3147620 on 2016/09/30 by Olaf.Piesche

	#jira UE=34486
	particle component tick function task can be invalid during pause; add check

Change 3148028 on 2016/10/01 by Daniel.Wright

	Renamed RenderingSettings.cpp to match header

Change 3148059 on 2016/10/01 by Daniel.Wright

	Disabled reparenting in the profiler which is disorienting

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3148069 on 2016/10/01 by Daniel.Wright

	Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars

Change 3148072 on 2016/10/01 by Daniel.Wright

	Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing.  r.ReflectionEnvironmentLightmapMixBasedOnRoughness

Change 3148073 on 2016/10/01 by Daniel.Wright

	r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream

Change 3148074 on 2016/10/01 by Daniel.Wright

	Enabled planar reflection receiving on the material used for the preview of a APlanarReflection

Change 3148084 on 2016/10/01 by Daniel.Wright

	Fixed reflections on Surface TranslucencyVolume in deferred

Change 3148085 on 2016/10/01 by Daniel.Wright

	Fixed planar reflection composite being done too many times in stereo deferred

Change 3148086 on 2016/10/01 by Daniel.Wright

	Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.

Change 3148107 on 2016/10/01 by Daniel.Wright

	CIS fix

Change 3148113 on 2016/10/01 by Daniel.Wright

	Translucency lighting modes for forward shading
	* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway

Change 3148306 on 2016/10/02 by Rolando.Caloca

	DR - vk - Fix for some NV drivers on Win10

Change 3148307 on 2016/10/02 by Rolando.Caloca

	DR - vk - Compute pipeline

Change 3148358 on 2016/10/02 by Rolando.Caloca

	DR - vk - Consolidate and renumber enum for binding types

Change 3148396 on 2016/10/03 by Rolando.Caloca

	DR - vk - Warning fix

Change 3148697 on 2016/10/03 by Benjamin.Hyder

	Submitting M_Chromebal after enabling planar reflectionsl

Change 3148799 on 2016/10/03 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3148934 on 2016/10/03 by Chris.Bunner

	Added pre-skinned local position material graph node, vertex shader only.

Change 3148994 on 2016/10/03 by Chris.Bunner

	Added missing header file.

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3149095 on 2016/10/03 by Rolando.Caloca

	DR - vk - Disable new render passes

Change 3149125 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix for multiple memory types

Change 3149181 on 2016/10/03 by Rolando.Caloca

	DR - Better message when missing pipelines

Change 3149215 on 2016/10/03 by Rolando.Caloca

	DR - RHIClearColor -> RHIClearColorTexture
	#tests Orion Editor run match on Agora_P

Change 3149288 on 2016/10/03 by Chris.Bunner

	Added PreTonemapHDRColor for buffer visualization and target output.
	#jira UE-36333

Change 3149402 on 2016/10/03 by Daniel.Wright

	Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)

Change 3149403 on 2016/10/03 by Daniel.Wright

	Forward lighting supports lighting channels

Change 3149574 on 2016/10/03 by Marcus.Wassmer

	PR #2817: Ansel/Photography system (Contributed by adamnv)
	Modified to become a plugin

Change 3149615 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix PF_G16R16 which fixes reflections

Change 3149639 on 2016/10/03 by Olaf.Piesche

	Adding more ensures to catch NaNs occasionally appearing in particle locations early

Change 3149745 on 2016/10/03 by Uriel.Doyon

	Moved UVDensity computation in the staticmesh DDC.

Change 3149749 on 2016/10/03 by Daniel.Wright

	Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility

Change 3149755 on 2016/10/03 by Benjamin.Hyder

	Checking in built lighting for QA-postprocessing

Change 3149758 on 2016/10/03 by Benjamin.Hyder

	re-submitting built lighting for QA-PostProcessing

Change 3149940 on 2016/10/04 by Gil.Gribb

	Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3150098 on 2016/10/04 by Marcus.Wassmer

	Fix some clang and win32 errors

Change 3150323 on 2016/10/04 by Rolando.Caloca

	DR - vk - Static analysis fix

Change 3150456 on 2016/10/04 by Daniel.Wright

	Revert temp logs

Change 3150731 on 2016/10/04 by Daniel.Wright

	Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid

Change 3150795 on 2016/10/04 by Marcus.Wassmer

	Fix RHIClearUAV and Drawindirect bugs on PS4.
	Also fix PS4 compile error from bad merge.

Change 3151065 on 2016/10/04 by Ben.Marsh

	Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)

Change 3151134 on 2016/10/04 by Brian.Karis

	Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.

Change 3151201 on 2016/10/04 by Marcus.Wassmer

	Nvidia approved icon for ansel plugin.

Change 3151240 on 2016/10/04 by Marcus.Wassmer

	Fix string concat build error.

Change 3151258 on 2016/10/04 by Ben.Marsh

	Fix compile error.

Change 3151290 on 2016/10/04 by Marcus.Wassmer

	Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.

Change 3152104 on 2016/10/05 by Chris.Bunner

	Workaround for legacy BreakMA material node invalid component masks.
	#jira UE-36832

Change 3152130 on 2016/10/05 by Ben.Woodhouse

	Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
	#jira UE-35890

Change 3152240 on 2016/10/05 by Rolando.Caloca

	DR - Fix for missing gizmo colors
	#jira UE-36515

Change 3152338 on 2016/10/05 by Daniel.Wright

	Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker

Change 3152833 on 2016/10/05 by Brian.Karis

	Improved precision of quadrics. Fixes bad triangles on large meshes

Change 3153376 on 2016/10/06 by Rolando.Caloca

	DR - Fix for SM4 missing pipelines fallout

Change 3153650 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3153656 on 2016/10/06 by Uriel.Doyon

	Fixed main integration compilation issues.
	Some of the Mesh UVDensity UI is temporary disabled.

Change 3153725 on 2016/10/06 by Uriel.Doyon

	Fixed crash when source data is missing for lightmaps
	#jira UE-36157

Change 3153998 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)

Change 3154056 on 2016/10/06 by Marcus.Wassmer

	Fix compile errors from merge.  Also restore some light scencario code

Change 3154176 on 2016/10/06 by Marcus.Wassmer

	Fix deprecation warning

Change 3154252 on 2016/10/06 by Marcus.Wassmer

	Fix more deprecation warnings

Change 3154632 on 2016/10/07 by Chris.Bunner

	Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
	#jira UE-37002

[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
Ben Marsh
3e80336791 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544)
#lockdown Nick.Penwarden
#rb none

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

Change 3079316 on 2016/08/05 by Ben.Marsh

	Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.

Change 3080579 on 2016/08/08 by Ben.Marsh

	Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.

Change 3080587 on 2016/08/08 by Ben.Marsh

	StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.

Change 3080789 on 2016/08/08 by Ben.Marsh

	Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.

Change 3080815 on 2016/08/08 by Ben.Marsh

	BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.

Change 3081374 on 2016/08/08 by Ben.Marsh

	UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.

Change 3083152 on 2016/08/09 by Ben.Marsh

	PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)

Change 3084039 on 2016/08/10 by Ben.Marsh

	BuildGraph: Add additional markup for parameter attributes. Also improve some documation.

Change 3084240 on 2016/08/10 by Ben.Marsh

	Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.

Change 3084337 on 2016/08/10 by Ben.Marsh

	UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.

Change 3085594 on 2016/08/11 by Ben.Marsh

	Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.

Change 3085999 on 2016/08/11 by Ben.Marsh

	Add some missing #pragma once directives.

Change 3086146 on 2016/08/11 by Ben.Marsh

	Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.

Change 3086172 on 2016/08/11 by Ben.Marsh

	Fixup some C-style header guards to use #pragma once instead.

Change 3087289 on 2016/08/12 by Ben.Marsh

	Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)

Change 3087310 on 2016/08/12 by Ben.Marsh

	Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.

Change 3087341 on 2016/08/12 by Ben.Marsh

	UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.

Change 3087457 on 2016/08/12 by Ben.Marsh

	Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).

Change 3088407 on 2016/08/13 by Ben.Marsh

	Replace use of Windows SIZE_T define with the regular C++ size_t.

Change 3088416 on 2016/08/13 by Ben.Marsh

	Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.

	Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.

	Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.

Change 3088544 on 2016/08/14 by Ben.Marsh

	Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.

Change 3088552 on 2016/08/14 by Ben.Marsh

	Fix compile errors for some modules that don't already include CoreUObject.h.

Change 3088925 on 2016/08/15 by Ben.Marsh

	Remove circular include dependencies from VulkanRHI.

Change 3088926 on 2016/08/15 by Ben.Marsh

	Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.

Change 3088930 on 2016/08/15 by Ben.Marsh

	Remove circular include dependency from PhysX.

Change 3088935 on 2016/08/15 by Ben.Marsh

	OnlineSubsystemUtils: Move CPP files out of public header directory.

Change 3088965 on 2016/08/15 by Ben.Marsh

	Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.

Change 3088966 on 2016/08/15 by Ben.Marsh

	Engine: Move CPP files out of public header directories.

Change 3089520 on 2016/08/15 by Ben.Marsh

	BuildGraph: Change documentation command to output markdown.

Change 3090299 on 2016/08/16 by Ben.Marsh

	D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.

Change 3090303 on 2016/08/16 by Ben.Marsh

	Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.

Change 3091861 on 2016/08/17 by Ben.Marsh

	Remove circular header dependencies, and fix ambiguous include paths in OSVR.

Change 3092068 on 2016/08/17 by Ben.Marsh

	Moving VulkanDynamicRHI into its own header.

Change 3093133 on 2016/08/18 by Ben.Marsh

	EC: Include additional context lines for Clang errors.

Change 3093147 on 2016/08/18 by Ben.Marsh

	UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.

Change 3093228 on 2016/08/18 by Ben.Marsh

	Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.

[CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
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
Matt Kuhlenschmidt
b7b1352760 Prevent TaskGraph style from looking for style resources in cooked builds
[CL 2618707 by Matt Kuhlenschmidt in Main branch]
2015-07-13 15:39:52 -04:00
Nick Darnell
d287c6143f More Gamma Correction - Didn't catch this on the previous pass, apparently there was an implicit constructor allowing FLinearColor to FColor that was doing pow(2.2) gamma conversion inversion. Rather than leave the implicit constructor, I'm making it private and making people use ToFColor(true). Which is slightly more expensive, but performs the proper sRGB conversion. While fixing this, I found several terrible uses of the implicit constructor, when Hashing FLinearColors we were converting them to FColors first, when clearing FCanvas we were manually gamma correcting but leaving it as an FLinearColor, then implicitly converting to FColor, double gamma corrrecting. Neither of which should even be required as the RHI Clear command expects an FLinearColor. Additionally fixing a myriad of Slate widgets that were all doing FColor conversions needlessly only to convert back to FLinearColor when queuing slate draw commands.
#codereview nick.penwarden, martin.mittring, andrew.brown, gareth.martin

[CL 2593605 by Nick Darnell in Main branch]
2015-06-19 11:17:11 -04:00
Chris Wood
8a112d6140 PushMenu() now respects QueryPopupMethod(). All menus now support reusing windows.
UE-14641 - Fix PushMenu() to use QueryPopupMethod()

Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API

#codereview Nick.Atamas

[CL 2579277 by Chris Wood in Main branch]
2015-06-05 20:19:33 -04:00
Matt Kuhlenschmidt
af8e236fa7 Fix build
[CL 2519569 by Matt Kuhlenschmidt in Main branch]
2015-04-21 13:41:54 -04:00
Matt Kuhlenschmidt
49b8663b3c Fix non-unity
[CL 2519534 by Matt Kuhlenschmidt in Main branch]
2015-04-21 13:24:17 -04:00
Matt Kuhlenschmidt
e65a764c5f Fix GPU profiler not working in -game mode. Made task graph have its own style
https://jira.ol.epicgames.net/browse/UE-7607

[CL 2519177 by Matt Kuhlenschmidt in Main branch]
2015-04-21 09:55:33 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Jaroslaw Surowiec
3cfc715726 Visualizer tweaks, more elements can be displayed on screen now
[CL 2498396 by Jaroslaw Surowiec in Main branch]
2015-04-01 06:38:28 -04:00
Nick Atamas
f5e19bef14 Slate : RelativeLayoutScale is now computed in the SlatePrepass(). ComputeDesiredSize() now takes a float parameter. API-breaking change!
[CL 2406629 by Nick Atamas in Main branch]
2015-01-14 19:04:45 -05:00
Joe Conley
a3da729cb2 GPU Profiler: Display a warning if GPU profile is captured with v-sync enabled.
#codereview nick.penwarden

[CL 2405609 by Joe Conley in Main branch]
2015-01-14 00:36:58 -05:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Dan Hertzka
c042ddcb94 ---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.

While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
    1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
        - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
    2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.

- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
    - Examples include animation, async operations that update periodically, progress updates, loading bars, etc.

- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.

- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
    - There are THREE ways to unregister an active tick:
        1. Return EActiveTickReturnType::StopTicking from the active tick function
        2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
        3. Destroy the widget responsible for the active tick

- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
    - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)

- The FCurveSequence API has been updated to work with the active tick system
    - Playing a curve sequence now requires that you pass the widget being animated by the sequence
    - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
    - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.

[CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jamie Dale
6b008d0722 Fixed code relying on the version of SWidget::SetToolTipText that took an FString
Made sure everything was using FText rather than FString, and also updated the property editor API to return tooltips as FText rather than FString.

[CL 2373917 by Jamie Dale in Main branch]
2014-12-02 13:48:53 -05:00