Commit Graph

3907 Commits

Author SHA1 Message Date
Justin Sargent
1ea3ed4697 Copying //UE4/Portal-Staging to //UE4/Main
#lockdown nick.penwarden

[CL 2920312 by Justin Sargent in Main branch]
2016-03-23 17:21:56 -04:00
Andrew Grant
fad858c6db Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736)
#lockdown Nick.Penwarden

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

Change 2912513 on 2016/03/16 by David.Ratti

	attempted cook fix
	#rb none
	#tests compile

Change 2912456 on 2016/03/16 by Zak.Middleton

	#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.

	#rb John.Pollard
	#tests Replays and MultiPIE vs AI

Change 2912386 on 2016/03/16 by Ben.Marsh

	BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.

Change 2912378 on 2016/03/16 by Ben.Marsh

	BuildGraph: Fix format of custom build arguments when running with buildgraph.

Change 2912318 on 2016/03/16 by Marcus.Wassmer

	Fix mallocleakdetection false positives, and hash collision data corruption.
	#rb none
	#test leak finding on goldenpath

Change 2912242 on 2016/03/16 by Lukasz.Furman

	CIS fix
	#rb none
	#tests none

Change 2912239 on 2016/03/16 by Ben.Marsh

	UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.

	#rb none
	#tests generated project files using UGS after making change

Change 2912211 on 2016/03/16 by Ben.Marsh

	BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.

	#rb none
	#codereview Wes.Hunt
	#tests none

Change 2912196 on 2016/03/16 by Mieszko.Zielinski

	Added a missing #pragma once to GameplayDebuggerCompat.h #Orion

	#rb Lukasz.Furman
	#test none

Change 2912165 on 2016/03/16 by Lukasz.Furman

	new gameplay debugger and some replication fixes (disabled by default)
	uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
	#orion
	#rb none
	#tests yes, a lot.
	#codereview Mieszko.Zielinski

Change 2912065 on 2016/03/16 by Jason.Bestimt

	[AUTOMERGE]

	#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016

	#RB:none
	#Tests:none
	#CodeReview: matt.schembari

	--------
	Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.

Change 2912045 on 2016/03/16 by David.Ratti

	Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues

	#rb DanY
	#tests PIE

Change 2912030 on 2016/03/16 by Alex.Fennell

	Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...

	support for cookies across curl easy handles in libcurl

	#TESTS: cookie support confirmed by using the http test targetting google.com

	#RB: david.nikdel
	#codereview: david.nikdel, jason.bestimt

Change 2911870 on 2016/03/16 by Laurent.Delayen

	- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
	- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
	- New notifications are backwards compatible with old.
	- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.

	#rb martin.wilson, frank.gigliotti
	#tests Kuro VS Rampage abilities in networked PIE

Change 2911763 on 2016/03/16 by Nick.Atamas

	Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.

	#rb none
	#test Editor does not crash.
	#codereview Matt.Kuhlenschmidt

Change 2911631 on 2016/03/16 by Dmitry.Rekman

	Fix AvgPing perfcounter being occasionally NaN (FORT-20523)

	- Prevent division by zero.

	#rb none

[CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
Jeff Campeau
d5b2abfdfe Switched 2012 toolchain passthrough back off.
Changed 2012 project generation flag to -2012unsupported.
#codereview Daniel.Wright, Josh.Adams
#lockdown Nick.Penwarden

[CL 2917631 by Jeff Campeau in Main branch]
2016-03-21 19:46:37 -04:00
Gil Gribb
9f7639ddb5 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

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

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

	#rb simon.tovey

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

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

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

	UE4 - Added the hipri and background threads to SetThreadAffinity

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

	PS4 - Reduced malloc spam on submission queues.

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

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

	#hira UE-18899

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

	Added missing default value for FGBufferData.SelectiveOutputMask

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

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

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

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

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

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

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

	Merging as an Edit.

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

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

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

	Re-added support for vs2012 project generation

[CL 2914224 by Gil Gribb in Main branch]
2016-03-17 20:30:20 -04:00
Peter Sauerbrei
2cb74a31ac fix for XGE being enabled for Android
#lockdown nick.penwarden

[CL 2913228 by Peter Sauerbrei in Main branch]
2016-03-17 11:39:25 -04:00
Matthew Griffin
27ea06992a Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747)
#lockdown Nick.Penwarden

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

Change 2898120 on 2016/03/07 by Chris.Babcock

	Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates
	#jira UE-28013
	#ue4
	#android

Change 2898539 on 2016/03/08 by Matthew.Griffin

	Merging //UE4/Dev-Build to //UE4/Release-4.11

	Change 2887414 on 2016/03/01 by Ben.Marsh

		Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2898788 on 2016/03/08 by Keith.Judge

	Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf.

	#jira UEPLAT-325

Change 2898836 on 2016/03/08 by Taizyd.Korambayil

	#jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer

Change 2898897 on 2016/03/08 by Sean.Gribbin

	#Jira UE-26550

	Adding name to credits of Match 3

Change 2898938 on 2016/03/08 by Taizyd.Korambayil

	#jira UE-26284 Fixed Up Some Materials and BP errors

Change 2898967 on 2016/03/08 by Benjamin.Hyder

	Updating Qa_Materials map
	#jira UE-24473

Change 2899032 on 2016/03/08 by Zachary.Wilson

	Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary.
	#jira UE-24473

Change 2899244 on 2016/03/08 by Peter.Sauerbrei

	addition of launch images for iPad Pro
	#jira UE-24793

Change 2899335 on 2016/03/08 by Richard.Hinckley

	#jira UE-27356
	Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed.

Change 2899402 on 2016/03/08 by Michael.Schoell

	Macro instance nodes now have a hard dependency to any object class or structs their pins reference.

	Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class.

	#jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart

Change 2899424 on 2016/03/08 by Dmitry.Rekman

	Fix CrossCompilerTool on Linux (UE-28056).

	#jira UE-28056

Change 2899445 on 2016/03/08 by Dmitry.Rekman

	Fix CrossCompilerTool invocation in debug scripts.

	#jira UE-28056

Change 2899488 on 2016/03/08 by Ryan.Vance

	#jira UE-28000
	We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code.

Change 2899546 on 2016/03/08 by Zachary.Wilson

	Updating QA-PostProcessing to match the 4.12 Main version of the map.
	#jira UE-24473

Change 2899553 on 2016/03/08 by Michael.Schoell

	Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete.

	#jira UE-27509 - Save on compile set to always causes a crash on compile
	#jira UE-27856 - "Always" Save on Compile does not save the Blueprint

Change 2899558 on 2016/03/08 by Benjamin.Hyder

	building Lighting for QA-Materials
	#jira UE-24473

Change 2899597 on 2016/03/08 by Chris.Babcock

	Change reporting level of audio buffer decompression type logging
	#jira UE-28058
	#ue4
	#android

Change 2899704 on 2016/03/08 by Benjamin.Hyder

	Updating Qa-Materials map
	#Jira UE-24473

Change 2899736 on 2016/03/08 by Benjamin.Hyder

	Updating TM-LPV map
	#Jira UE-24473

Change 2899810 on 2016/03/08 by Lauren.Ridge

	#jira UE-27995 UE-27987

	Final UM3 UI Tweaks, + bug fix

Change 2899876 on 2016/03/08 by Peter.Sauerbrei

[CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Peter Sauerbrei
17e373573f fix for CrossCompile build failure on Mac
#lockdown nick.penwarden

[CL 2913072 by Peter Sauerbrei in Main branch]
2016-03-17 10:11:23 -04:00
Ben Marsh
cf2c592c4d Revert unnecessary changes to handle Vulkan SDK from CL 2912965 and CL 2912914. Throwing a BuildException from a module rules constructor is already supported.
#codereview Peter.Sauerbrei
#lockdown Nick.Penwarden

[CL 2912993 by Ben Marsh in Main branch]
2016-03-17 08:50:47 -04:00
Peter Sauerbrei
cc2e28ef07 fix for GenerateProjects failure
#codereview ben.marsh
#lockdown nick.penwarden

[CL 2912965 by Peter Sauerbrei in Main branch]
2016-03-17 07:58:26 -04:00
Peter Sauerbrei
30cc20ffef fix for compile failure during precompiile step when Vulkan SDK is not present
#jira UE-28500
#codereview ben.marsh
#lockdown nick.penwarden

[CL 2912914 by Peter Sauerbrei in Main branch]
2016-03-17 06:39:22 -04:00
Peter Sauerbrei
865909dbbb Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599
#lockdown nick.penwarden

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

Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin

	Added support for Landscape grass to use the landscape's light/shadow maps
	(original github pull request #1798 by Frugality)

Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM

	DM - glslang

Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Common RHI changes

Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Initial rhi check-in. Tappy & SunTemple working on PC.
	#codereview Jack.Porter, Chris.Babcock, Josh.Adams

Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Split Immediate command list off RHI

Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	changes to exclude LPV shaders from Vulkan
	(reapplied with edit instead of integrate records)

Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Static shadowing + dynamic-object CSM

Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Mobile GPU particles

Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Planar reflections very WIP

Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Separate Translucency very WIP

Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	ProtoStar engine changes

Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	HACK for Max Texture Samplers hardcoded to 8 on ES2
	Should be cleaned up better with UE-24419.
Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Integrate pipeline cache

Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM

	DM - Initial CCT support

Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Empty bound shader states cache
	- Only used currently on Vulkan

Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM

	DM - Added GRHINeedsExtraDeletionLatency from 4.11

Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM

	DM - Remove batched elements quads (was not been used at least since UE3!)

Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Fence mgr (disabled)

Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Resource management (disabled)

Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Expand number of stencil op bits

Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Add support for more MaxSimultaneousRenderTargets

Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Support for 3d staging textures

Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream

	Vulkan RHI stub for new SharedResourceView RHI call

Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - SM4 preq

Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream

	Android Vulkan support initial checkin

Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile

	Reinstate vertex fog, fixes UE-28166

Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Use fence manager

Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Descriptor pool

[CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Mike Beach
a9cb932f24 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden

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

Change 2884592 on 2016/02/27 by Maciej.Mroz

	Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports

	#codereview Robert.Manuszewski

Change 2884607 on 2016/02/27 by Maciej.Mroz

	CDO of DynamicClass is postponed as a regular CDO creation.

	This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.

	#codereview Robert.Manuszewski, Mike.Beach

Change 2885915 on 2016/02/29 by Michael.Schoell

	Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.

	UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.

	Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.

	#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly

Change 2887269 on 2016/03/01 by Maciej.Mroz

	Fixes related to DisregardForGC:
	- merged 2885687 from Dev-Core branch
	- ensure CDO of newly added class is created in CloseDisregardForGC

Change 2887273 on 2016/03/01 by Maciej.Mroz

	GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();

Change 2892502 on 2016/03/03 by Maciej.Mroz

	More descriptive ensures.

Change 2892509 on 2016/03/03 by Maciej.Mroz

	Minor changes in Orion code, necessary to compile the project with nativized Blueprints

	#codereview David.Ratti

Change 2892513 on 2016/03/03 by Maciej.Mroz

	Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.

Change 2894347 on 2016/03/04 by Michael.Schoell

	Fixed crash with the Array Item Get node in the disassembler.

	#jira UE-27734 - Error in TeamLobby

Change 2895311 on 2016/03/04 by Michael.Schoell

	Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).

	#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
	PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)

Change 2896714 on 2016/03/07 by Ben.Cosh

	Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
	#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
	#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject

	#codereview Phillip.Kavan

Change 2897335 on 2016/03/07 by Dan.Oconnor

	Unshelved from pending changelist '2889006':

	We now copy UObjects that are assigned to Instance properties via  UObjectPropertyBase::ImportText_Internal

	#jira UE-26310

Change 2899151 on 2016/03/08 by Phillip.Kavan

	[UEBP-112] BP profiler - pure node timings

	change summary:
	- first-pass revisions for tracking/visualizing pure node execution timings while profiling
	- trace path debugging support (default: off)

	#codereview Ben.Cosh

Change 2901763 on 2016/03/09 by Michael.Schoell

	Can undo/redo nodes added using shortcuts.

	Also fixed issue with macro nodes added using shortcuts not being selected.

	#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts

Change 2902762 on 2016/03/10 by Phillip.Kavan

	[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.

	change summary:
	- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.

	#codereview Ben.Cosh

Change 2907961 on 2016/03/14 by Maciej.Mroz

	#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
	Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool

Change 2908013 on 2016/03/14 by Maciej.Mroz

	EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
	Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.

	#codereview Robert.Manuszewski, Steve.Robb

Change 2908033 on 2016/03/14 by Maciej.Mroz

	Various fixes and improvements related to initialization sequence of converted Dynamic Classes.

[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Marc Audy
d1cdb30a35 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2910422
#lockdown Nick.Penwarden

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

Change 2860430 on 2016/02/09 by Aaron.McLeran

	UE-26216 EQ Settings are incorrect, unable to produce a LPF setting

	- Fix is to expose the xaudio2 eq effect parameters actually used
	- Added support for real-time previewing of EQ parameter changes (interpolates from current to new values)

	Platform code:
	- CoreAudio's EQ AU effects have identical settings as well, translated the params to the mac code
	- PS4 code was disabled before -- this change is a first-pass implementation for PS4, but its still not enabled

Change 2867932 on 2016/02/15 by Aaron.McLeran

	Some adjustments and cleanups to recent dev-framework features

	- Removing change to ObjectVersion in favor of a TaggedPropertyRedirect in BaseEngine.ini for EQSettings variables
	- Adding bIsTraceDelegateBound bool for flagging need to add delegate binding for async traces
	- Reverse iteratoing through PendingSoundsToDelete for deferred delete for async occlusion checks and using RemoveAtAtSwap

	#rb marc.audy

Change 2894543 on 2016/03/04 by Ori.Cohen

	When doing stricmp only convert to lower if characters are not already equal

	#rb Robert.Manuszewski

Change 2896383 on 2016/03/06 by Mieszko.Zielinski

	Fixed duplicating EQS queries copying query name as well #UE4

	#rb Lukasz.Furman

Change 2897688 on 2016/03/07 by Ori.Cohen

	Fix particle emitter post load not calling post load on its modules.

	#rb Olaf.Piesche
	#JIRA UE-27778

Change 2897806 on 2016/03/07 by Zak.Middleton

	#ue4 - Protect against MTD sometimes returning negative distance when it should be positive.

	#rb Jeff.Farris

Change 2897815 on 2016/03/07 by Zak.Middleton

	#ue4 - Avoid multiple iterations with axis flipping in FindTeleportSpot unless we are spawning something. Otherwise the teleport spot could be placed on the other side of a wall. Also avoid using a partial MTD result in EncroachingBlockingGeometry() when one of the MTD tests fails.

	#rb Jeff.Farris, Matt.Oelfke

Change 2897819 on 2016/03/07 by Zak.Middleton

	#ue4 - FInterpTo() now treats negative values as instant speed as well as zero, consistent with other *InterpTo() functions. Previously it only treated zero as instant, and negative speeds returned the "Current" value.

	#rb Laurent.Delayen

Change 2898891 on 2016/03/08 by Marc.Audy

	Don't dirty level when launching standalone from editor
	Rework spawning temporary spawn here player start when launching standalone from editor to use a transaction and undo it rather than spawn and destroy
	Add a mechanism to squelch notification messages
	Add the ability for a undo to say that the transaction cannot be undone
	#jira UE-25702
	#rb Nick.Darnell

Change 2898902 on 2016/03/08 by Ori.Cohen

	Fix budget mode not showing up

	#rb Gil.Gribb

Change 2898968 on 2016/03/08 by Tom.Looman

	Added OnComponentTransformChanged delegate to editor. (UE-27305) #rb marc.audy

Change 2899511 on 2016/03/08 by Joe.Graf

	Changed AllocateNameEntry to be template based instead of branching off of whether the string is ansi or wide in multiple places
	Removed the load time hashing of FNameEntry as they are loaded which improves FLinkerLoad::SerializeNameMap() perf

	#rb: robert.manuszewski, ori.cohen
	#test: everything since this is FName, PS4

Change 2899525 on 2016/03/08 by Marc.Audy

	Add an IsGamepadAttached function to Platform and Slate Application.
	Implemented for XInputInterface and PS4/WinDualShock plugin
	#jira UE-25059

Change 2899672 on 2016/03/08 by Marc.Audy

	Expose setting vertical alignment for text render component to blueprints

Change 2899693 on 2016/03/08 by Ori.Cohen

	- Increase name bucket count to 65k
	- Increase name pool alocator to 256kb

	#rb Gil.Gribb

Change 2901383 on 2016/03/09 by Jurre.deBaare

	Adding Alembic TPS file

	#codereview Wes.Hunt

Change 2901520 on 2016/03/09 by Zak.Middleton

	#ue4 - Make "checkCode(Code)" macro work without requiring a semicolon in the code block.

	Example:
	    checkCode(ensure(SomeTest););  // previous requirement:
	    checkCode(ensure(SomeTest)); // now supported

	#rb Dan.OConnor

Change 2901532 on 2016/03/09 by Zak.Middleton

	#ue4 - Add DiagnosticCheckNaN() version taking a string to FRotator and FQuat.

[CL 2910439 by Marc Audy in Main branch]
2016-03-15 14:49:07 -04:00
Ben Marsh
72f27af5a4 UAT: Fix search directory when looking for outdated formal build folders to delete.
#lockdown Nick.Penwarden

[CL 2909319 by Ben Marsh in Main branch]
2016-03-14 22:28:35 -04:00
Bob Tellez
4b28d78a10 Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main
This is CL#2904759 from //Fortnite/Main

#lockdown Nick.Penwarden

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

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

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

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

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

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

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

	Change made after discussion with Bob.

	#CodeReview Bob.Tellez

	#UE4

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

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

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

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

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

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

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

	GetStaticSwitchParameterValue
	GetStaticComponentMaskParameterValue
	GetTerrainLayerWeightParameterValue

	#rb Nick.Penwarden

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

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

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

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

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

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

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

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

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

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

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

	#rb Ben.Zeigler
	#codereview Lukasz.Furman

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

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

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

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

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

	#codereview Ben.Zeigler

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

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

	#codereview Richard.TalbotWatkin

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

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

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

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

	#codereview Robert.Manuszewski

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

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

	#rb Jack.Porter

[CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
Jeff Campeau
ac95f77c7e VS2013 toolchain check for /Zo readded
#lockdown Nick.Penwarden

[CL 2908477 by Jeff Campeau in Main branch]
2016-03-14 12:34:30 -04:00
Ben Marsh
989bdf462a UHT: Fix build system not being able to parse certain messages out of UHT logs, due to errors not containing the string "error:". Was previously outputting messages like "blah.cpp(123): message".
#lockdown Nick.Penwarden

[CL 2908113 by Ben Marsh in Main branch]
2016-03-14 09:20:37 -04:00
Ben Marsh
faf0975f3c UAT: Fix code which deletes packaged builds after 4 days. Currently causing warnings in //UE4/Main due to adjusted directory structure after merge down from Release-4.11. Directory structure is now PackagedBuilds/<Branch>/<CL>/<Game Name>.
#lockdown Nick.Penwarden

[CL 2908084 by Ben Marsh in Main branch]
2016-03-14 09:10:49 -04:00
Andrew Grant
505e2440b1 Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================

#lockdown Nick.Penwarden

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

	Added an instance ID to FAnimMontageInstance

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

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

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

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

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

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

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

	- Change only effects debug stat commands for audio guys

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

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

	XB1 Oodle SDK

	#rb none
	#tests none
	#codereview Jeff.Campeau

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	Improve replay playback debugging of character movement

	#rb none
	#tests replays

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

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

	#rb none
	#tests none

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

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

	#rb None
	#tests Compiles

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

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

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

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

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

	Disabling the trails optimization.

	#tests none
	#rb none

	#codereview Olaf.Piesche

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

	Small refactor to pak signing to help with exe protection

	#rb none
	#tests none

[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Matthew Griffin
bdd611cee2 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2875445 on 2016/02/22 by Matthew.Griffin

	Added UE4.natvis to Visual Studio Projects

	#jira UE-27153

Change 2875456 on 2016/02/22 by Keith.Judge

	Fix custom stencil shaders on Xbox One

	#jira UES-1387

Change 2875524 on 2016/02/22 by Robert.Manuszewski

	More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.

	#jira UE-20945

Change 2875698 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Add new bool for RHIs (unused currently)
	#jira UE-24967

Change 2875897 on 2016/02/22 by Taizyd.Korambayil

	#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights

Change 2875922 on 2016/02/22 by Mieszko.Zielinski

	Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4

	#jira UE-25034
	#rb Lukasz.Furman

Change 2875960 on 2016/02/22 by Michael.Trepka

	Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking

	#jira UE-21895

Change 2875984 on 2016/02/22 by Michael.Schoell

	Split output struct pins will no longer give a warning about override pins being removed.

	#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.

Change 2876169 on 2016/02/22 by Ben.Marsh

	Changes to support building UHT plugins with the binary release.

	* Add source code and target files for UHT to binary distribution
	* Fix UBT deleting build products if we're only compiling a single module.
	* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
	* Include DLL import libraries for UHT in the build
	* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.

Change 2876219 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2874609
	#jira UE-24967
	PC: Update D3D12 RHI
	- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
	- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
	- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
	- Disable API shader blobs
	- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
	- Pool Fences to prevent creation and destruction every frame when using Async Compute
	- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView

Change 2876232 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2876173
	#jira UE-24967
	PC: Update D3D12 RHI

	- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.

	- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.

	- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()

Change 2876366 on 2016/02/22 by Douglas.Copeland

	Adding Skeletal Meshes for Import Test Case
	#jira UE-24473

Change 2876401 on 2016/02/22 by Peter.Sauerbrei

	fix for WindowsClient build from UFE and Project Launcher
	#jira UE-23897

Change 2876456 on 2016/02/22 by Ben.Marsh

	Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.

Change 2876507 on 2016/02/22 by Nick.Shin

	use HOME (osx) and USERPROFILE (windows) on appropriate target platform

	#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5

Change 2876537 on 2016/02/22 by Dan.Oconnor

	Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
	#jira UE-24891

Change 2876545 on 2016/02/22 by Chad.Taylor

	SteamVR camera late-update fix

	#jira UE-27254

Change 2876825 on 2016/02/22 by Dan.Oconnor

	Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
	#jira UE-25956

Change 2876878 on 2016/02/22 by Nick.Whiting

	PSVR HMD Server support

	#jira UE-27262

[CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
Jeff Campeau
83171925a4 Don't update toolchains when generating project files.
#lockdown Nick.Penwarden

[CL 2904311 by Jeff Campeau in Main branch]
2016-03-10 18:29:34 -05:00
Jeff Campeau
99f996f5d6 Improve per target toolchain settings.
Fix project generation issues.
#lockdown Nick.Penwarden

[CL 2904250 by Jeff Campeau in Main branch]
2016-03-10 18:06:28 -05:00
Jeff Campeau
4953cf332e Partial support for the VS2013 toolchain readded.
Individual projects select 2013 support through their target.cs files. This is already setup for the correct projects and no other projects should use 2013.
#lockdown Nick.Penwarden

[CL 2902827 by Jeff Campeau in Main branch]
2016-03-10 04:38:13 -05:00
Ben Marsh
0b7a7ded45 Don't output a warning message when dumping Mac crash logs - if it caused a problem, there will already be an error propagated. Ignore any crashes in snmpd, which seems to fail whenever there's heavy load on a machine (eg. during a cook), and fix postp parsing of standard UAT/UBT warnings and errors.
#lockdown Nick.Penwarden

[CL 2900980 by Ben Marsh in Main branch]
2016-03-09 09:33:05 -05:00
Matthew Griffin
d9f2a9fd85 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2864843 on 2016/02/12 by Ben.Marsh

	Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.

Change 2865161 on 2016/02/12 by Ben.Marsh

	Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.

Change 2865643 on 2016/02/12 by Ben.Marsh

	Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.

Change 2874408 on 2016/02/19 by Ben.Marsh

	Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.

Change 2879572 on 2016/02/24 by Ben.Marsh

	Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.

Change 2883216 on 2016/02/26 by Ben.Marsh

	Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.

Change 2883755 on 2016/02/26 by Ben.Marsh

	Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.

Change 2886223 on 2016/02/29 by Ben.Marsh

	Ignore SignTool errors - we can recover from them.

Change 2887414 on 2016/03/01 by Ben.Marsh

	Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2888235 on 2016/03/01 by Ben.Marsh

	Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.

Change 2889602 on 2016/03/02 by Ben.Marsh

	Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.

Change 2889610 on 2016/03/02 by Ben.Marsh

	Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.

Change 2891866 on 2016/03/03 by Matthew.Griffin

	Removed Rocket specific batch files and made sure installed build won't try to include them
	Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead

Change 2893349 on 2016/03/03 by Ben.Marsh

	Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.

Change 2894703 on 2016/03/04 by Ben.Marsh

	Include *.usf when looking for the last code changelist. Also update version to 1.68.

Change 2897991 on 2016/03/07 by Ben.Marsh

	Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.

Change 2898005 on 2016/03/07 by Ben.Marsh

	Minor changes to support BuildGraph:

	* UE4Build now has a static function that can update version files.
	* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
	* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".

Change 2898095 on 2016/03/07 by Ben.Marsh

	UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.

Change 2898248 on 2016/03/07 by Ben.Marsh

	UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.

Change 2898615 on 2016/03/08 by Matthew.Griffin

	Removed last uses of RunningRocket function
	All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.

Change 2898681 on 2016/03/08 by Matthew.Griffin

	Removed Automation.RunningRocket function as there are no more uses
	Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.

#lockdown Nick.Penwarden

[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00