charles bloom
a66a4ea953
fix check for compressionformats and compressionformat that could cause incorrect logging
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#rb none
[CL 16887869 by charles bloom in ue5-main branch]
2021-07-19 15:42:54 -04:00
charles bloom
7906036da8
OodleDataCompression in Core
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All games now use Engine Oodle for runtime decompression
Oodle in Engine can load an older Oodle DLL for encoding packages to keep making the same binary data
#rb dan.thompson,devin.doucette
[CL 16879404 by charles bloom in ue5-main branch]
2021-07-18 13:26:14 -04:00
Devin Doucette
942b5601db
CompressedBuffer: Added a serialization operator for FArchive
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#rb Zousar.Shaker
#rnx
[CL 16209561 by Devin Doucette in ue5-main branch]
2021-05-05 13:12:17 -04:00
Devin Doucette
f6fcaa0d31
CompressedBuffer: Fixed the compressed buffer size calculation
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#rb Zousar.Shaker
#rnx
#preflight 6077b71e06b89e00013a7038
[CL 16016924 by Devin Doucette in ue5-main branch]
2021-04-15 00:28:23 -04:00
Devin Doucette
bd8b0cce81
CompressedBuffer: Added GetFormatName()
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#rb Tim.Smith
#rnx
#preflight 607718121fa9990001c43176
[CL 16007986 by Devin Doucette in ue5-main branch]
2021-04-14 13:14:20 -04:00
Devin Doucette
150cebf43f
CompressedBuffer: Added the raw data hash to the header
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#rb Zousar.Shaker
#rnx
[CL 15983819 by Devin Doucette in ue5-main branch]
2021-04-12 17:22:20 -04:00
Devin Doucette
6079de90e0
CompressedBuffer: Fixed decompression of empty buffers to produce an empty buffer instead of a null buffer
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#rb Zousar.Shaker
#rnx
[CL 15960853 by Devin Doucette in ue5-main branch]
2021-04-08 17:56:55 -04:00
Devin Doucette
5d93c9c31e
CompressedBuffer: Added FHeader::TotalCompressedSize and FCompressedBuffer::FromCompressed(FArchive&)
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#rb Tim.Smith
#rnx
[CL 15946194 by Devin Doucette in ue5-main branch]
2021-04-07 17:13:31 -04:00
Devin Doucette
fa8250517d
SharedBuffer: Added MoveToShared() and MoveToUnique() to convert between buffer types
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#rb Matt.Peters
#rnx
[CL 15917930 by Devin Doucette in ue5-main branch]
2021-04-05 12:38:27 -04:00
Devin Doucette
ab4a43d5db
CompressedBuffer: Implemented a stable format for compressed buffers with support for no compression and LZ4
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#rb Tim.Smith
[CL 15895927 by Devin Doucette in ue5-main branch]
2021-04-01 16:31:55 -04:00
Devin Doucette
7e2e44ebf4
DDC: Refactored the Cache API to prepare for the Build API
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- Removed the "Cache" prefix from ECachePriority, FCacheRequest, ICacheRequest, FCachePayload, FCachePayloadId to allow reuse in the Build API.
- Added FCompressedBuffer as the starting point for the API for creating and accessing compressed buffers.
#rb Zousar.Shaker
#rnx
[CL 15511723 by Devin Doucette in ue5-main branch]
2021-02-24 01:37:45 -04:00
Arne Schober
36711e223d
MN - Disable Staic Analysis false positive.
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#jira UE-89487
#RB
[CL 11634315 by Arne Schober in Main branch]
2020-02-26 12:19:32 -05:00
Martin Ridgers
c8f17c64c1
Fixed PVS warnings.
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#rb trivial
#rnx
#jira UE-88404
[CL 11373346 by Martin Ridgers in Main branch]
2020-02-12 02:29:54 -05:00
Josh Adams
aa9705149b
Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
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#rb none
[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00