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1da24c4701df821ee3a7bc2644ab21dabcf72e14
23 Commits
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1da24c4701 |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change |
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9e86647a3d |
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3010693)
#lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2958982 on 2016/04/28 by Dmitriy.Dyomin Set owner name for RHI texture, for easier debugging Change 2976446 on 2016/05/12 by Niklas.Smedberg Fixed Device Profile CVars so they work even if a DLL with the cvar definition is loaded afterwards. (And they now also go through the common code path for CVars.) Change 2983781 on 2016/05/19 by Steve.Cano Check in PlayUsingLauncher if the device we're launching to is authorized by the computer. Could not get to this information about Devices so added an IsAuthorized interface to ITargetDevice that is overriden in the AndroidTargetDevice. Also make sure to referesh the authorized state as needed for Android device detection. Finally, changed the name of the authorized variable to be more readable (true == authorized instead of true == unauthorized) #jira UE-21121 #ue4 #android Change 2994202 on 2016/05/31 by Allan.Bentham Prevent clear transulcency volume null deref crash. Change test for allocated deferred render targets by testing against an exclusively deferred target (instead of potentially shared shadow depth surface) probable fix for UE-22073 Change 2995613 on 2016/05/31 by Dmitriy.Dyomin Added: Option to force full precision in a material UEMOB-109 Change 2997960 on 2016/06/02 by Gareth.Martin Refactored Landscape serialization to allow cooking both the data used for normal rendering and mobile rendering into the same package #jira UE-31474 Change 2997988 on 2016/06/02 by Gareth.Martin Files missing from CL 2997960 #jira UE-31474 Change 2999222 on 2016/06/03 by Jack.Porter Fix up ETargetPlatformFeatures::ForwardRendering and ETargetPlatformFeatures::DeferredRendering for iOS to support the Metal MRT deferred renderer Change 2999229 on 2016/06/03 by Jack.Porter Rename ETargetPlatformFeatures::ForwardRendering to TargetPlatformFeatures::MobileRendering Change 3003540 on 2016/06/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3003779 on 2016/06/07 by Dmitriy.Dyomin Fixed: Criss-crossed sublevels cause NavMesh errors #jira UE-27157 Change 3004535 on 2016/06/07 by Steve.Cano Adding the OnControllerConnectionChange delegate message when a controller is connected on Android. Also added additional future broadcast statement when disconnect support is added for Android. #jira UE-25697 #ue4 #android Change 3005205 on 2016/06/07 by Niklas.Smedberg Bumped ASTC format version to invalidate bad server DDC Change 3005347 on 2016/06/08 by Dmitriy.Dyomin Added a way to cache OpenGL program binaries on the disk. Disabled by default. Can be enabled only on Android platform (r.UseProgramBinaryCache=1) #jira UEMOB-108 Change 3005524 on 2016/06/08 by Dmitriy.Dyomin Fixed iOS build broken by CL# 3005347 Change 3005528 on 2016/06/08 by Jack.Porter Changed hardcoded checkboxes from quality level overrides dialog to use the general property details code. Now magically supports any uproperty types such as enums or integers added to FMaterialQualityOverrides. Change 3005607 on 2016/06/08 by Dmitriy.Dyomin Fixed: Occasional crash on using Launch on Android device when device is being disconnected Change 3006705 on 2016/06/08 by Chris.Babcock Fix virtual joystick to return -1 to 1 ranges for thumbsticks #jira UE-31799 #ue4 #android #ios Change 3006960 on 2016/06/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3007050 on 2016/06/09 by Jack.Porter FAutomationWorkerModule::ReportTestComplete() needs to send analytics first as the message endpoint will free the memory resulting in a crash Change 3007129 on 2016/06/09 by Dmitriy.Dyomin Fixed: Black edges seen on flames in Sun Temple #jira UE-31712 Change 3010686 on 2016/06/13 by Dmitriy.Dyomin Fixed: Android Monolithic warnings for glGetProgramBinaryOES and glProgramBinaryOES #jira UE-31933 [CL 3011074 by Jack Porter in Main branch] |
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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] |
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e5bb9b4d0d |
Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh #platformnotify Josh.Adams [CL 2718236 by Marc Audy in Main branch] |
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9d134e7464 |
#ENGINE - Integrating automation test flags refactor
- New filter flags in automationtest.h - Compile time errors if proper flags are not specified - Existing tests converted to new flags - New "disabled" flag - Filter dropdown in automation UI replaces Smoke Tests button - Automation features are no longer compiled out in Test configuration at runtime (except in Shipping) - Enabled automation tests to be triggered from in-game console in non-editor builds (automation controller is enabled) NOTE: This will force licensees who use automation to update their tests. #codereview: jason.bestimt, mike.fricker, ben.salem [CL 2672561 by Adric Worley in Main branch] |
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5a881fd236 |
The automation worker now only checks the asset registry in editor builds.
Merging using UE4-To-UE4-LauncherDev [CL 2661575 by Justin Sargent in Main branch] |
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7171478fa2 |
#Automation - Unified two commandline automation pathways (one via commandlet, one in the "worker") into one.
#NOTE - "-AutomationTests=" has been deprecated #NOTE - Supported Commands are now "List", "RunTests", RunAll", and "Quit" #NOTE - Syntax is now -ExecCmds="Automation List;RunAll;Quit" [CL 2542722 by Justin Hair in Main branch] |
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36e63cd46d |
Various fixes for in-game / in-editor screenshot.
#jira UE-14213 - Using the command "highresshot" will corrupt future screenshots until game is relaunched Summary of changes: - Editor now no longer relies on the delegate registered by the AutomationWorkerModule to save the image as a .png. - Removed the OnPNGScreenshotCaptured delegate as it was only being used by the AutomationWorkerModule, and made .png the default format for saving screenshots. - AutomationWorkerModule registers a HandlePreTestingEvent and HandlePostTestingEvent with the AutomationTestFramework, whose purpose is to hook in to the UGameViewportClient::OnScreenshotCaptured delegate, to override the default screenshot capture behaviour. - Removed one of the FScreenshotRequest::RequestScreenshot implementations and united the funcionality to be able to specify whether the UI should be captured, and whether a unique filename suffix should be added to the supplied name. [CL 2528072 by Richard TalbotWatkin in Main branch] |
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87870af80d |
The game mode can often be too quick with the asset registry. So if the asset registry is not running when the automation worker initializes then we just go ahead, cue up the tests and run 'em.
[CL 2487833 by Justin Hair in Main branch] |
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cb84fea739 |
fix for IOS Monolithic build
#ios [CL 2483341 by Peter Sauerbrei in Main branch] |
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c07b436013 |
Tests ran using -automationtests= will now run after the asset registry has finished loading. This does mean that on some larger projects the tests may take longer before starting. This is better than not testing them at all which was the case previously.
UnrealEngine.cpp - removed the automationtests commandline arguments from being added to the deferredcommands array. AutomationWorkerModules - When initailized the commandlines are added to the new deferredautomationcommands array. Wrote a function to exectue the commands. Bound the function to the asset registry delegate that gets called when the the registry is done loading. [CL 2483033 by Justin Hair in Main branch] |
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79a26091bf |
Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski [CL 2466824 by Saul Abreu in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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fdfdf274ee |
Messaging: First pass on making headers compilable individually
[CL 2333827 by Max Preussner in Main branch] |
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aeaff7a2e2 |
Automation: Milestone 2 - Editor build promotion tests
[CL 2254064 by kevin hamilton in Main branch] |
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da20750a77 |
Automation: Milestone 1
-FPS Perf capture test -New Asset Creation and Duplication test -Import and Export test [CL 2176028 by kevin hamilton in Main branch] |
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ebce413232 |
UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch] |
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3aece47882 |
Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time. Also cleaned up some random stuff along the way: - relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now) - header guards are deprecated, use #pragma once instead (all compilers support it now) - space between multiple template brackets is no longer required (all compilers support >> now) - NULL to nullptr, OVERRIDE to override - spelling errors, whitespace, line breaks [CL 2104067 by Max Preussner in Main branch] |
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7049616f07 |
UE4 - prevent cascading errors in automated testing
[CL 2103077 by Gil Gribb in Main branch] |
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e46769ebad |
Automation: Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/...
Milestone 4 -Added support for grouping devices based off MachineName, Platform, OSVersion, Model, GPU, CPU, RAM, or RenderMode. -Added a graphical test result section to show relative times between instances. [CL 2076099 by kevin hamilton in Main branch] |
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6b46dd0ced |
Merging //depot/Partners/Zombie/UE4-iOS/...to //depot/UE4/...
Automation: Milestone 3 and fixes for milestone 2 -Added new EditorShot command to take editor screenshots -Made the ExterialTool options use the dierctory picker -Fixed a bug with the StaticMeshEditor test if the tutorial pops up -StaticMeshUV test now uses async package loading -Added a display every Nth screenshot to the screenshot compre tab -Added support to disable screenshots or request full size ones -Changed the screenshots so they save to the game directory even if you run the frontend by itself -Added screenshot support for the load all maps tests [CL 2071712 by kevin hamilton in Main branch] |
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b4ee303301 |
Automation:
Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/... Milestone 1 and 2 combined (CL# 2047358 to 2055524) -Run external tools -Repeat tests N times -Visual difference for editor vs game tests -Static mesh UV test -Editor window screenshots -Automation test presets -Static mesh editor test [CL 2055603 by kevin hamilton in Main branch] |
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324683ce78 | Engine source (Main branch up to CL 2026164) |