Commit Graph

86 Commits

Author SHA1 Message Date
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
Matthew Griffin
a466633b17 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3195953)
#lockdown Nick.Penwarden
#rb none

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

Change 3195953 on 2016/11/12 by Leslie.Nivison

	Rollback //UE4/Release-4.14/Engine/Plugins/Runtime/Nvidia to changelist 3193712
	New GameWorks license from NVIDIA

	#jira UEPROD-900

Change 3195944 on 2016/11/12 by Leslie.Nivison

	Removing GameWorks SDK license until we get a new one from NVIDIA
	#jira UEPROD-900

Change 3195942 on 2016/11/11 by Chris.Gagnon

	Removing Ansel from 4.14 until revised EULA is handle.

	#jira UE-none

Change 3195431 on 2016/11/11 by Mitchell.Wilson

	Rebuilt lighting in subway reflections sample
	#jira UE-38538

Change 3195080 on 2016/11/11 by mason.seay

	Extended floor to allow more driving space

	#jira UE-29618

Change 3194886 on 2016/11/11 by Chris.Babcock

	Correct handling for 6x6 blocksize in ASTC compressor
	#jira UE-38513
	#ue4
	#android

Change 3193712 on 2016/11/10 by Leslie.Nivison

	Updating Ansel TPS info per NVIDIA response
	#jira UEPROD-900

Change 3193691 on 2016/11/10 by Lina.Halper

	#jira: UE-38488

Change 3193532 on 2016/11/10 by Lauren.Ridge

	Fix to keep the user in VR editing mode after leaving VR PIE.

	#jira UE-38317

Change 3193468 on 2016/11/10 by Leslie.Nivison

	Removing unneeded license
	#jira UEPROD-900

Change 3193465 on 2016/11/10 by Leslie.Nivison

	Updating credits for 4.14
	#jira UEPROD-902

Change 3193416 on 2016/11/10 by Daniel.Lamb

	Changed default of exclude editor only content flag.
	#jira UE-38455

Change 3193399 on 2016/11/10 by Mitchell.Wilson

	Applied correct material to certain LODs of tree meshes in KiteDemo
	#jira UE-38472

Change 3193049 on 2016/11/10 by Thomas.Sarkanen

	Fix disappearing mesh on undo in skeletal mesh editor

	Also fixes crash on undo in morph target panel

	#jira UE-38430 - Undo in Skeletal Mesh Editor causes model to disappear
	#jira UE-38437 - Crash when Undo after editing a weight in Morph Target Previewer

Change 3192655 on 2016/11/09 by Ryan.Vance

	#jira UE-37238

	Pulling in 3164679 and 3169467 which didn't make the 4.14 cut. Also changed to a full inverse for InvTranslatedViewProjectionMatrix in FViewMatrices::UpdateViewMatrix.

Change 3192613 on 2016/11/09 by Leslie.Nivison

	Updating licenses due to TPS version updates.
	Logging undocumented TPS per engine audit

	#jira UEPROD-900

Change 3192197 on 2016/11/09 by Daniel.Wright

	Added SUPPORT_CONTACT_SHADOWS, only standard deferred lighting supports it.  Fixes scene depth texture bound in forward shading base pass.
	#jira UE-38340

Change 3192182 on 2016/11/09 by Rolando.Caloca

	UE4.14 - Fix recompute tangents not working when skin cache is enabled
	#jira UE-38398

Change 3191695 on 2016/11/09 by Chris.Wood

	Editor heartbeat changes for 4.14
	[AN-1003] - Make Editor heartbeat 1min
	[UE-38417] - Editor heartbeat changes (vanilla editor, new interval, debugger attached)

	Also added IsDebugger, IsVanilla and IntervalSec to Editor.Usage.Heartbeat

	#jira UE-38417

Change 3191437 on 2016/11/09 by Jack.Porter

	Fix for LandscapeInfo crash when using Force Delete
	#jira UE-37172

Change 3191033 on 2016/11/08 by Leslie.Nivison

	Adding licenses for marketplace plugins

	#jira UEPROD-901

Change 3191028 on 2016/11/08 by Leslie.Nivison

	Updating licenses due to TPS version updates.
	Logging undocumented TPS per engine audit

	#jira UEPROD-900

Change 3190632 on 2016/11/08 by mason.seay

	Updated testmap and assets

	#jira UE-29618

Change 3190624 on 2016/11/08 by Jamie.Dale

	Fixed case where FHTML5TargetPlatform::RefreshHTML5Setup could incorrectly add an empty device

	Changes to UStrProperty::ExportTextItem caused FParse::Value to (correctly) read an empty string for DevicePath which passed the DirectoryExists check (where it would have previously read "))" which would fail that check).

	#jira UE-38157

Change 3190443 on 2016/11/08 by Josh.Adams

	- Somehow checking in my tested shelf messed up
	#jira UE-38304

Change 3190354 on 2016/11/08 by Josh.Adams

	- Vulkan now always being compiled in, if the SDK exists. Compiling not dependent on project settings
	#jira UE-38304

Change 3190123 on 2016/11/08 by zachary.wilson

	Updating testing content for sureface per-pixel improvements

	#jira UE-29618

Change 3190113 on 2016/11/08 by Alexis.Matte

	Make sure the default light map channel is 1 and not 0
	#jira UE-35627

Change 3190102 on 2016/11/08 by Dmitry.Rekman

	Linux: default to binned everywhere (UE-38287).

	- Fixes suspicious crashes happening in uncooked build. Workaround, needs separate investigation.

	#jira UE-38287

Change 3190000 on 2016/11/08 by Allan.Bentham

	Removed old protostar loadmap hack.
	#jira UE-38342

Change 3189914 on 2016/11/08 by Allan.Bentham

	Fix vulkan crash when rendering sky capture.
	Fix crash when rendering LDR scene capture on device.
	#jira UE-38291

Change 3189861 on 2016/11/08 by Thomas.Sarkanen

	Fix out of bounds access when using hidden bones with master pose components

	Code was trying to to access the ReferenceToLocal array using a parent index from the master pose component. Now changed to only use indices known to be valid (i.e. this component's) to index the ReferenceToLocal array. Bone visibility is still master-authoratitive.

	#jira UE-38214 - [CrashReport] UE4Editor_Engine!UpdateRefToLocalMatrices() [skeletalrender.cpp:238]

Change 3189370 on 2016/11/07 by Daniel.Wright

	Only check transform mismatches for static lighting in UStaticMeshComponent::ApplyComponentInstanceData on components that actually can have static lighting
	#jira UE-38272

Change 3189358 on 2016/11/07 by Mark.Satterthwaite

	Intel Metal drivers can no longer compile our compute shaders reliably meaning Intel Macs must always use Metal SM4 as otehrwise they will crash.
	#jira UE-38299

Change 3189273 on 2016/11/07 by Rolando.Caloca

	UE4.14 - Integrate fix from 3161219
	#jira UE-38270

Change 3189084 on 2016/11/07 by Chris.Bunner

	Fix RemoveAAJitter from projection matrix.
	#jira UE-37701, UE-38003

Change 3188636 on 2016/11/07 by Allan.Bentham

	use glVertexAttribIPointer only on ES3.1 enabled projects.
	#jira UE-38241

Change 3188596 on 2016/11/07 by Yannick.Lange

	VR Editor: Fix crash when closing window while in VR Editor
	#jira UE-37995

Change 3188433 on 2016/11/07 by Matthew.Griffin

	Add starter content .upack files to starter_content tag so that they should still be installed if templates/feature packs option is de-selected in the Launcher

Change 3187739 on 2016/11/04 by Mitchell.Wilson

	Updating DefautlEditor and DefaultEngine ini to correct path to VehicleMenu level.
	#jira UE-29748

Change 3187536 on 2016/11/04 by Martin.Wilson

	Fix for "Renaming a montage section via its details panel doesn't update the section correctly"

	#jira UE-35929

Change 3187499 on 2016/11/04 by zachary.wilson

	Checking in content fixes for Lighting Scenarios test level

	#jira UE-29618

Change 3187492 on 2016/11/04 by mason.seay

	Updated map to improve testing

	#jira UE-29618

Change 3187438 on 2016/11/04 by Nick.Shin

	fix html5 port number for cook-on-the-fly option

	#jira UE-38032 - Quicklaunch HTML5 fails on Chrome. Browser returns "This site can't be reached 127.0.0.1 refused to connect"

Change 3187305 on 2016/11/04 by Martin.Wilson

	Fix log spam from animation sequence thumbnails

	#jira UE-38224

Change 3187260 on 2016/11/04 by Lauren.Ridge

	Fix for crash on opening a level in VR Editing mode. When closing VREditorMode for a level load, HMD no longer leaves stereo mode.

	#jira UE-32541

Change 3187224 on 2016/11/04 by Robert.Manuszewski

	Proper fix for a crash when launching BP-only project from the Editor with EDL enabled (does not modify UE4Game target binaries)

	#jira UE-37617

Change 3187136 on 2016/11/04 by Alexis.Matte

	Fbx importer for static mesh, make sure that we order the materials array to follow the section order.
	#jira UE-38242

Change 3187065 on 2016/11/04 by Mitchell.Wilson

	Updated BP_Commentary_Box to resolve warnings with array if the box opens then closes before the text is rendered.
	#jira UE-38266

Change 3187056 on 2016/11/04 by Mike.Beach

	Guarding against a rare crash that occurs when compiling a Blueprint after hot-reload. GUnrealEd was null, which is concerning (as it could have resounding effects in other systems), but as I could not repro it more than once (to figure it out more) I simply guarded the use of a null pointer here.

	#jira UE-38198

Change 3187040 on 2016/11/04 by Matthew.Griffin

	Corrected path to DotNETCommon folder
	Exclude all editor plugin pdbs from stripping
	#jira UE-37072

Change 3186984 on 2016/11/04 by Marc.Audy

	Fix crash when null component considered
	#jira UE-36493

Change 3186600 on 2016/11/04 by Max.Chen

	Sequencer: Fix crash in sequencer editor mode.

	#jira UE-38205

Change 3186564 on 2016/11/04 by Nick.Shin

	checking in latest physx libs for html5

	#jira UE-38179  HTML5 Player falls through world on Firefox 64-bit

Change 3186258 on 2016/11/03 by Nick.Shin

	fix for automation build to handle deleting of windows x86 & x64 libs properly

	#jira UE-38179  HTML5 Player falls through world on Firefox 64-bit

Change 3186225 on 2016/11/03 by Lauren.Ridge

	Fix for foliage brush not showing up until after first motion controller click.

	#jira UE-38002

Change 3186100 on 2016/11/03 by Chris.Babcock

	Update local notifications to deal with depreciated API
	#jira UE-38236
	#ue4
	#android

Change 3186074 on 2016/11/03 by Mitchell.Wilson

	Rebuilt lighting in Content Examples Welcome level
	#jira UE-38239

Change 3185923 on 2016/11/03 by Lina.Halper

	Fixed issue with animation not ticking in inactive world causing it to update parent animation

	#jira: UE-37933

Change 3185764 on 2016/11/03 by Mitchell.Wilson

	Updating deprecated node in MyCharacter_UMG.
	#jira UE-38229

Change 3185683 on 2016/11/03 by Nick.Shin

	non SSE2 version of PhysX for HTML5

	#jira UE-38179  HTML5 Player falls through world on Firefox 64-bit

Change 3185492 on 2016/11/03 by Ben.Woodhouse

	Workaround for very high render query memory overhead on D3D12. Add a cvar to limit timestamp queries allocated by the GPU profiler in a given frame. On D3D12 this limit is 1024 - other RHIs remain unbounded.

	Currently render queries are 64KB each on D3D12, so this prevents high memory overhead on particular frames, e.g when we render a large number of reflection captures.

	In practice, most frames are under 400 queries, so in practice we shouldn't hit the limit except in extreme cases.
	#jira UE-38139

Change 3185481 on 2016/11/03 by Dmitry.Rekman

	Remove version number from Linux README (UE-38059).

	#jira UE-38059

Change 3185322 on 2016/11/03 by Ryan.Gerleve

	Allow path names in NetFieldExportGroups to be remapped on the client.

	#jira UE-37990

Change 3185293 on 2016/11/03 by Matthew.Griffin

	Exclude UnrealControls and iPhonePackager from Build Tools CS node on non-Windows platforms as they don't compile
	#jira UE-34016

Change 3185252 on 2016/11/03 by Michael.Trepka

	Properly revert to OpenGL on Macs that do not support Metal

	#jira UE-38190

Change 3184835 on 2016/11/03 by Jurre.deBaare

	Crash when using undo in the preview scene settings of Persona
	#fix Ensure that the profile index is valid after undo-ing
	#misc Added transactions for adding/remove of the profiles
	#jira UE-38142

Change 3184833 on 2016/11/03 by Jack.Porter

	Fixed crash when ENABLE_VERIFY_GL and r.MobileOnChipMSAA is enabled on Android
	#jira UE-38186

Change 3184418 on 2016/11/02 by Ryan.Vance

	#jira UE-38161

	Adding ISceneViewExtension::UsePostInitView which will be used to enable/disable the usage of PostRenderViewFamily_RenderThread and PostRenderView_RenderThread which was added earlier. We need to enable this behavior based on the hmd's compositor behavior, so a simple cvar wont work.
	I missed the PostPresent implementation for steamvr in the earlier check in.

Change 3184286 on 2016/11/02 by Dan.Oconnor

	Fix for IsValidLowLevel check being rotten. More correct fix will go into Dev-BP, but this is a low risk stop-gap
	#jira UE-38149

Change 3184283 on 2016/11/02 by Arne.Schober

	DR - UE-38155 replicated MS CL 3183837 - PSO Dangling Pointers:  The PSO cache was returning pointers out of a Map which is based on a sparse Array and those pointers could become invalid if other insertions happen.
	#jira UE-38155

Change 3184244 on 2016/11/02 by Richard.Ugarte

	#jira UE-37534
	Checking in updated UE4_Demo_Head_D on behalf of MikeB

Change 3184171 on 2016/11/02 by Michael.Trepka

	Made Mac CrashReportClient high-DPI aware and fixed high-DPI handling in FMacWindow::IsPointInWindow()

	#jira UE-37697

Change 3184126 on 2016/11/02 by Lauren.Ridge

	VR Editor: Fixes for foliage painting only working on one controller, and for full press not painting foliage.

	#jira UE-38147
	#jira UE-38002

Change 3183997 on 2016/11/02 by Mitchell.Wilson

	Scaled and Rotated 3d Widget to the correct position on example 2.3 in Content Examples UMG.
	Adjusted collision on example 1.4 in Content Examples Physics. Updated collision on SM_ExampleMesh_Rocket.
	Realigned some text render actors in Content Examples Post Process.
	#jira UE-38099 UE-38078 UE-38064

Change 3183945 on 2016/11/02 by Mieszko.Zielinski

	Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4

	#jira UE-38137

Change 3183906 on 2016/11/02 by Nick.Shin

	for OSX (release-4.14 stream):

	new OSX clang (from emscripten tool chain) configured by jukka from Mozilla

	see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from

	fixes for OSX -- update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk

	#jira UE-37329 - Step 'Compile UE4Game HTML5' - 300 Warnings

Change 3183899 on 2016/11/02 by Mieszko.Zielinski

	Fixed EQS debugger not drawing item labels #UE4

	#jira UE-38122

Change 3183239 on 2016/11/02 by Peter.Sauerbrei

	fix for mobile provision with UUID only filename being allowed again by copying them to a new file name which allows them to be used.
	#jira UE-38006

Change 3183149 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [SHOOTERGAME] [!] Fix "Is Talking" icon on ShooterGame scoreboard, after PS4 OSS refactor.
	 - ShooterGame was comparing FUniqueNetId::ToString() against AShooterPlayerState::GetShortPlayerName().
	 - This is wrong, since the NetId is not guaranteed to be equal to the player's name.

	#jira UE-38011

Change 3183005 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [^] Merging (as edit) PS4 OSS fixes from Engine to OrionGame.

	#jira UE-38017 UE-38020

	Original Changelists:

	3182765 [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".

	3182766 [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:

	 - Two users join a session on two separate PS4s.
	 - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
	 - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.

	3182767 [RELEASE] [PS4] [!] Fix PS4 session invitations.
	 - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
	 - Replaced with NpToolkit2's session invitation API.

	3182892 [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
	 - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
	 - GetAuthToken is only called if the engine calls IOnlineIdentity::Login().

	3182951 [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
	 - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).

Change 3182992 on 2016/11/02 by Nick.Darnell

	UMG Editor - Fixing a regression with the editor, closing the sequencer tab and reopening the editor should no longer cause a crash.

	#jira UE-38098

Change 3182951 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
	 - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).

	#jira UE-38017

[CL 3201696 by Matthew Griffin in Main branch]
2016-11-17 04:29:30 -05:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

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

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
Chris Babcock
3e4a0287b5 Fix arm64 build machine issue (using wrong ndk because of old setup.bat run, bumped script version)
#jira UE-33570
#ue4
#android
#rb marcus.wassmer
#codereview Jack.Porter
#lockdown Nick.Penwarden

[CL 3057902 by Chris Babcock in Main branch]
2016-07-20 13:04:41 -04:00
Jack Porter
2082f7ec9b Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None

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

Change 3011102 on 2016/06/13 by Steve.Cano

	After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.

	#jira UE-26421
	#ue4
	#android

Change 3015801 on 2016/06/16 by Dmitriy.Dyomin

	Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
	#jira  UE-30878

Change 3015903 on 2016/06/16 by Dmitriy.Dyomin

	Fixed: Levels window has Refresh/UI issues when World Composition is active
	#jira UE-26160

Change 3018352 on 2016/06/17 by Chris.Babcock

	Handle Android media prepare failure (URL without internet for example)
	#jira UE-32029
	#ue4
	#android

Change 3026387 on 2016/06/24 by Jack.Porter

	Remove FFuncTestManager warning about PIE when running on a standalone game binary

Change 3026398 on 2016/06/24 by Jack.Porter

	Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK

Change 3027553 on 2016/06/25 by Niklas.Smedberg

	OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).

Change 3027554 on 2016/06/25 by Niklas.Smedberg

	Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)

Change 3028061 on 2016/06/26 by Jack.Porter

	Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
	Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.

Change 3029220 on 2016/06/27 by Steve.Cano

	Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.

	#jira UE-6135
	#ue4
	#android

Change 3030420 on 2016/06/28 by Jack.Porter

	Fix crash with RenderOutputValidation when running with cooked content

Change 3030426 on 2016/06/28 by Jack.Porter

	Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
	A return value of 0 indicates the connection was shutdown in an orderly manner.

Change 3030973 on 2016/06/28 by Steve.Cano

	Added a landscape downloader background along with the options to change it from within Android settings

	#ue4
	#android
	#jira UE-32318

Change 3031757 on 2016/06/28 by Chris.Babcock

	Remove unused methods from AndroidJNI header
	#ue4
	#android

Change 3032387 on 2016/06/29 by Allan.Bentham

	Rename android es31+aep -> glesdeferred.

Change 3032711 on 2016/06/29 by Allan.Bentham

	Rename GLSL_310_ES_EXT shader define:
	ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
	bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.

Change 3033698 on 2016/06/29 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3034210 on 2016/06/30 by Steve.Cano

	Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.

	#jira UE-32302

	#ue4
	#android

Change 3034530 on 2016/06/30 by Chris.Babcock

	Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
	#jira UE-32679
	#ue4
	#android

Change 3034612 on 2016/06/30 by Steve.Cano

	Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)

	#jira UE-25325
	#ue4
	#android

Change 3034679 on 2016/06/30 by Chris.Babcock

	Fix tooltip (.command for mac, not .sh)
	#jira UE-32302
	#ue4
	#android

Change 3038881 on 2016/07/05 by Jack.Porter

	Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices

	#jira UEMOB-115

Change 3039240 on 2016/07/06 by Jack.Porter

	TcpMessageTransport - connection-based message bus transport.

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039252 on 2016/07/06 by Jack.Porter

	Enable messaging and session services and functional testing on Android when launched with -messaging
	Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039264 on 2016/07/06 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3040041 on 2016/07/06 by Chris.Babcock

	Pass proper value to script generator functions
	#jira UE-32861
	#ue4
	#android

Change 3040890 on 2016/07/07 by Allan.Bentham

	Fix shadow crash
	#jira UE-32884

Change 3041458 on 2016/07/07 by Peter.Sauerbrei

	fix for IOS launch on failures

Change 3041542 on 2016/07/07 by Peter.Sauerbrei

	better fix for the multi-device deployment issue

Change 3041774 on 2016/07/07 by Steve.Cano

	Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml

	#jira UE-16992
	#android
	#ue4

Change 3042222 on 2016/07/08 by Dmitriy.Dyomin

	Mobile packaging scenarious
	Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
	Added Archive step to launcher profiles to be able to store build product into specified directory
	Changes to a cooker to be able to pack DLC based with a different flavor to a release App
	Changes to DLC packaging to be able to build streaming data without chunking pak files
	#jira UEMOB-119

Change 3042244 on 2016/07/08 by Dmitriy.Dyomin

	Fixed crash in FTcpMessageTransportConnection::Stop

Change 3042270 on 2016/07/08 by Dmitriy.Dyomin

	GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
	contributed by: EverNewJoy
	#jira UE-29867

Change 3042449 on 2016/07/08 by Dmitriy.Dyomin

	Fixing Mac Editor build erros from CL# 3042222

Change 3042480 on 2016/07/08 by Allan.Bentham

	Add ES3.1 profile & compiler_glsl_es3_1 to shaders.

Change 3042481 on 2016/07/08 by Allan.Bentham

	hlslcc - ES3.1 changes.
	set ES3.1 version number to 310
	Do not use ES2 keywords for ES3.1.
	Generate Layout Locations for ES3.1
	bump version.

Change 3042483 on 2016/07/08 by Allan.Bentham

	Add mobile ES3.1 support.
	Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.

Change 3042485 on 2016/07/08 by Allan.Bentham

	Undo android XGE change.

Change 3042506 on 2016/07/08 by Dmitriy.Dyomin

	One more compile fix from CL# 3042222

Change 3044173 on 2016/07/10 by Dmitriy.Dyomin

	UAT: Added support for building target platforms with multiple cook flavors
	ex: -targetplatform=Android -cookflavor=ETC1+ETC2

Change 3044213 on 2016/07/11 by Dmitriy.Dyomin

	Fixed: Can't stream in a level whose name is a substring of another streaming level
	#jira UE-32999

Change 3044221 on 2016/07/11 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3044815 on 2016/07/11 by Allan.Bentham

	Corrected NAME_GLSL_ES3_1_ANDROID format string.

Change 3046911 on 2016/07/12 by Chris.Babcock

	Add handling of OnTextChanged for virtual keyboard input on Android
	#jira UE-32348
	#ue4
	#android

Change 3046958 on 2016/07/12 by Chris.Babcock

	Rename some functions with Error in the name to prevent false coloring in the logs
	#jira UE-30541
	#ue4
	#android

Change 3047169 on 2016/07/12 by Chris.Babcock

	Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
	#jira UE-30610
	#pr #2372
	#ue4
	#android

Change 3047406 on 2016/07/12 by Jack.Porter

	Add missing import to GameActivity.java

Change 3047442 on 2016/07/13 by Dmitriy.Dyomin

	Added: Mobile custom post-process
	Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
	#jira UEMOB-147

Change 3047466 on 2016/07/13 by Dmitriy.Dyomin

	Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices

Change 3047746 on 2016/07/13 by Jack.Porter

	Rename FBasePassFowardDynamicPointLightInfo

Change 3047778 on 2016/07/13 by Jack.Porter

	Missing file for rename FBasePassFowardDynamicPointLightInfo

Change 3047788 on 2016/07/13 by Allan.Bentham

	Fix incorrect TargetPlatformDescriptor string generation.

Change 3047790 on 2016/07/13 by Allan.Bentham

	Fixed half3x3 matrix use with ES3.1 glsl
	Fixed couple of interpolator precision mismatch.
	Fixed ES3.1 support detection issues

Change 3047816 on 2016/07/13 by Allan.Bentham

	Remove AndroidGL4 remnants.

Change 3048926 on 2016/07/13 by Chris.Babcock

	Added detection of Amazon Fire TV to disable requiring virtual joysticks
	#ue4
	#android

Change 3049335 on 2016/07/14 by Dmitriy.Dyomin

	Fixing UAT crash when packaging project for iOS

Change 3049390 on 2016/07/14 by Jack.Porter

	Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
	This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.

	#code_review: Ben.Marsh

Change 3049391 on 2016/07/14 by Jack.Porter

	Fixed incorrect comment order in CL 3049390

Change 3049545 on 2016/07/14 by Dmitriy.Dyomin

	Reworking some code from CL#3047442 to make static analizer happy

Change 3049626 on 2016/07/14 by Allan.Bentham

	Automatic CSM shader toggling
	#jira UE-27429

Change 3051574 on 2016/07/15 by Jack.Porter

	Support for lighting channels on Mobile
	- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
	- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
	- No channel limitations for dynamic point lights

	Notes:
	Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
	Separate uniform buffers for mobile directional light are generated for each lighting channel.
	CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.

	#code_review Daniel.Wright
	#jira UEMOB-110

Change 3051699 on 2016/07/15 by Steve.Cano

	Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).

	#jira UE-20320
	#ue4
	#android

Change 3051744 on 2016/07/15 by Chris.Babcock

	Fix Android Vulkan include path checks (contributed by kodomastro)
	#jira UE-33311
	#PR #2602
	#ue4
	#android

Change 3052023 on 2016/07/15 by Chris.Babcock

	Fix shadowed variables

Change 3052110 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- missing template
	- accessor function for MobileDirectionalLights from scene

Change 3052242 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- removed dependency on C++14 feature

Change 3052730 on 2016/07/16 by Dmitriy.Dyomin

	Win32 build fix

Change 3053041 on 2016/07/17 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3053054 on 2016/07/17 by Jack.Porter

	Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()

Change 3053055 on 2016/07/17 by Jack.Porter

	Fixed local variable aliasing in unity build

Change 3053206 on 2016/07/18 by Jack.Porter

	Support ExecuteJavascript on iOS and Android
	Expose ExecuteJavascript to widget blueprint
	Fix ExecuteJavascript unicode string support on desktop platforms

	#jira UEMOB-152

Change 3053323 on 2016/07/18 by Dmitriy.Dyomin

	Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
	#jira UEMOB-107

Change 3053723 on 2016/07/18 by Jack.Porter

	Fix for UnrealTournamentProto.Automation.cs build errors

Change 3055090 on 2016/07/19 by Dmitriy.Dyomin

	Junk OnlineBlueprintSupport module binaries

[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Matthew Griffin
a3a2d4d633 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397)
#lockdown Nick.Penwarden

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

Change 2962397 on 2016/05/02 by Dmitriy.Dyomin

	Fixed: Crash generating LOD for a Landscape
	#jira UE-30144

Change 2962367 on 2016/05/01 by Zachary.Wilson

	Building lighting on QA-Effects

	#jira UE-29618

Change 2962363 on 2016/05/01 by Zachary.Wilson

	Updating Reflection Capture Test Content

	#jira UE-29618

Change 2962362 on 2016/05/01 by Benjamin.Hyder

	Built Lighting in QA-PostProcessing level

	#jira UE-29618

Change 2962361 on 2016/05/01 by Zachary.Wilson

	Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes.

	#jira UE-29618

Change 2962357 on 2016/05/01 by Benjamin.Hyder

	Built Lighting for Tm_SceneTexture

	#jira UE-29618

Change 2962356 on 2016/05/01 by Benjamin.Hyder

	Adding PlayerStart to TM-TranslucencyLghtingMode map

	#jira UE-29618

Change 2962351 on 2016/05/01 by Benjamin.Hyder

	Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels

	#jira UE-29618

Change 2962349 on 2016/05/01 by Benjamin.Hyder

	Correcting Planar Reflection in TM-Shadermodels

	#Jira UE-29618

Change 2962348 on 2016/05/01 by Benjamin.Hyder

	Adding Planar Reflection Test Case content to TM-Shadermodels

	#jira UE-29618

Change 2962347 on 2016/05/01 by Zachary.Wilson

	Adding testing content for Dual Normal Clfar Coat Material Expression

	#jira UE-29618

Change 2962340 on 2016/05/01 by Zachary.Wilson

	Adding testing content for engine scalability (WIP)

	#jira UE-29618

Change 2962173 on 2016/04/30 by Ben.Marsh

	Fix typo.

Change 2962172 on 2016/04/30 by Ben.Marsh

	Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB.

	#jira UE-30156

Change 2961782 on 2016/04/29 by Mike.Beach

	Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel.

	#jira UE-30110

Change 2961780 on 2016/04/29 by Mike.Beach

	Guarding against interface arrays with null entries (null checking in property editor processing code).

	#jira UE-30015

Change 2961580 on 2016/04/29 by Owen.Stupka

	#jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2

Change 2961531 on 2016/04/29 by Ryan.Gerleve

	Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay.

	#jira UE-22047

Change 2961499 on 2016/04/29 by Marc.Audy

	Use accessor instead of variable directly.
	#jira UE-00000

Change 2961492 on 2016/04/29 by Chris.Babcock

	Android Vulkan dynamic loader with fallback to ES2
	- works with either NDK r11c+ or VulkanSDK (does not require .so)
	#jira UEPLAT-1249
	#jira UEMOB-103
	#ue4
	#android

Change 2961462 on 2016/04/29 by Chris.Babcock

	Fix issue with stripping symbols for non-armv7 architectures
	#jira UE-30138
	#android
	#ue4

Change 2961442 on 2016/04/29 by Marc.Audy

	Fix undo/redo of attachment between an IWCE and blueprint constructed component not working
	#jira UE-28948

Change 2961400 on 2016/04/29 by Samuel.Proctor

	Test assets for FiB test cases.
	#jira UE-29618

Change 2961382 on 2016/04/29 by Daniel.Lamb

	Fix for shadowed variables.
	#jira UE-29470

Change 2961319 on 2016/04/29 by mitchell.wilson

	#jira UE-29618 - Adding TM-LandscapeFoliage map

Change 2961278 on 2016/04/29 by Chris.Babcock

	Fix 64-bit cast
	#jira UE-30132
	#ue4
	#android

Change 2961263 on 2016/04/29 by Daniel.Lamb

	Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps.
	#jira UE-29470

Change 2961227 on 2016/04/29 by Taizyd.Korambayil

	#jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini

Change 2961208 on 2016/04/29 by Nick.Darnell

	UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.

	#jira UE-29919

Change 2961190 on 2016/04/29 by Nick.Darnell

	UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.

	#jira UE-29919

Change 2961161 on 2016/04/29 by Gareth.Martin

	Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node.
	#jira UE-30032

Change 2961109 on 2016/04/29 by Keith.Judge

	Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was...

	#jira UEPLAT-1288

Change 2961055 on 2016/04/29 by Mike.Beach

	Mirroring CL 2961019:
	Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues.

	#jira UE-29940

Change 2961018 on 2016/04/29 by Rolando.Caloca

	UE4.12 - Compile fix for shipping
	#jira UE-30096

Change 2960921 on 2016/04/29 by Matthew.Griffin

	Updated AutoSDK used by Android so that arm64 will build

Change 2960920 on 2016/04/29 by Martin.Wilson

	Missing files from 2960847

	#jira ue-25715

Change 2960906 on 2016/04/29 by Peter.Sauerbrei

	added more explicit message when the deployment fails due to device not on provision
	#jira UE-19875

Change 2960869 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960847 on 2016/04/29 by Martin.Wilson

	Fix setting incorrect animation assets on anim player nodes.

	#jira ue-25715

Change 2960842 on 2016/04/29 by Keith.Judge

	Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them.

	#jira UEPLAT-1288

Change 2960841 on 2016/04/29 by Keith.Judge

	Xbox One - Make temporary buffers last for three frames.

	#jira UEPLAT-1288

Change 2960838 on 2016/04/29 by Keith.Judge

	Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it.

	#jira UEPLAT-1288

Change 2960834 on 2016/04/29 by Keith.Judge

	Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs.

	#jira UEPLAT-1288

Change 2960829 on 2016/04/29 by Keith.Judge

	Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr!

	#jira UEPLAT-1288

Change 2960826 on 2016/04/29 by Keith.Judge

	Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960820 on 2016/04/29 by Keith.Judge

	Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960819 on 2016/04/29 by Marc.Audy

	Owned components are once again referenced by their Owning actor for GC purposes
	#jira UE-29131

Change 2960817 on 2016/04/29 by Keith.Judge

	Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960814 on 2016/04/29 by Keith.Judge

	Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960805 on 2016/04/29 by Keith.Judge

	Fix .ini.ini filename issue (duplicated fix from Dev-Platform).

	#jira UES-2270

Change 2960797 on 2016/04/29 by Mason.Seay

	Deleting asset associated with crashing map, just to be safe (neither are needed anymore)

	#jira UE-25215

Change 2960793 on 2016/04/29 by Mason.Seay

	Deleting map that's causing a crash

	#jira UE-25215

Change 2960774 on 2016/04/29 by Robert.Manuszewski

	(temp) Fix for missing packages after cooking.

	#jira UE-29876

Change 2960747 on 2016/04/29 by Jurre.deBaare

	Mac build fixes

	#jira abc-123

Change 2960739 on 2016/04/29 by Benn.Gallagher

	Use mesh update mode to update cloth rather than whether or not it was rendered.
	#jira UE-25934

Change 2960707 on 2016/04/29 by Jurre.deBaare

	HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module)

	#jira UE-24378

Change 2960704 on 2016/04/29 by Matthew.Griffin

	Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line
	Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build
	Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now)
	Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one
	#jira UEB-560

Change 2960694 on 2016/04/29 by Robert.Manuszewski

	Log free disk space when DirectoryWatcher's File Cache fails to move a file.

	#jira UE-24660

Change 2960687 on 2016/04/29 by Benn.Gallagher

	Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook)
	#jira UE-30053

Change 2960381 on 2016/04/28 by Chris.Babcock

	Handle movie playback not covering full surface
	#jira UE-28705
	#ue4
	#android

Change 2960162 on 2016/04/28 by Ryan.Vance

	#jira UE-30099
	Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future.
	We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency).

Change 2960100 on 2016/04/28 by Andrew.Porter

	Removing old sub sequences.

	#jira UE-29618

Change 2959962 on 2016/04/28 by Peter.Sauerbrei

	fix for enabling InApp purchasing not enabling Online Subsystem IOS
	#jira UE-25512

Change 2959937 on 2016/04/28 by Patrick.Donovan

	Screen aligned UVs test material for QAGame for testing if they work in VR.
	#jira UE-29618

Change 2959914 on 2016/04/28 by Dan.Oconnor

	Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959859 on 2016/04/28 by Ryan.Gerleve

	Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE.

	#jira UE-26634

Change 2959856 on 2016/04/28 by Chris.Babcock

	Fix scaling on low-resolution devices in Match3
	#jira UE-28706
	#ue4
	#match3

Change 2959839 on 2016/04/28 by Dan.Oconnor

	Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959836 on 2016/04/28 by Dan.Oconnor

	Remove unused local variable, found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959829 on 2016/04/28 by Dan.Oconnor

	Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959817 on 2016/04/28 by Peter.Sauerbrei

	fix for parsing the IOS Device ID
	addition of iPhone SE (courtesy davidrpozesky, PR2307)
	addition of iPadPro 9.7
	#jira UE-21921

Change 2959808 on 2016/04/28 by Nick.Darnell

	UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using.

	#jira ue-none

Change 2959805 on 2016/04/28 by Chad.Taylor

	Merging

	//UE4/Dev-VR/Engine/...

	to //UE4/Release-4.12/Engine/...

	#jira UEBP-188

Change 2959798 on 2016/04/28 by Dan.Oconnor

	Manually integrate 2947850, also  found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959796 on 2016/04/28 by Aaron.McLeran

	Duplicating CL 2959785 from //UE4/Dev-Framework

	#jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances

	#tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing

Change 2959793 on 2016/04/28 by Dan.Oconnor

	Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon.
	#jira UE-30058

Change 2959739 on 2016/04/28 by Ori.Cohen

	Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log.

	#JIRA UE-29932

Change 2959709 on 2016/04/28 by Nick.Darnell

	Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once.

	#jira UE-30087

Change 2959701 on 2016/04/28 by Nick.Darnell

	Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player.  Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied.

	#jira UE-30085

Change 2959691 on 2016/04/28 by Nick.Darnell

	UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders.

	#jira UE-30084

Change 2959678 on 2016/04/28 by mason.seay

	Updated test sound cue asset, as it appeared to be partially filled out.  Moved it out of developer folder.

	Also rebuilt lighting on associated test map.

	#jira UE-29618

Change 2959514 on 2016/04/28 by Aaron.McLeran

	Duplicating CL 2959506 from //UE4/Dev-Framework

	#jira UE-30000

	PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)

	#tests Playing another looping sound on an audio component will stop the previous looping sound.

Change 2959486 on 2016/04/28 by Bob.Tellez

	Duplicating CL#2948431 from //Orion/Dev-General

	CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.

	#JIRA UE-29625
	#tests Ran editor

Change 2959414 on 2016/04/28 by Chad.Taylor

	IStereoLayers API and Oculus Rift implementation

	#jira UEBP-185

Change 2959395 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings

Change 2959386 on 2016/04/28 by Richard.TalbotWatkin

	Replicated from CL 2959360 in //UE4/Dev-Editor/

	Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
	#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]

Change 2959377 on 2016/04/28 by Matthew.Griffin

	Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build
	#jira UE-30024

Change 2959367 on 2016/04/28 by Alexis.Matte

	#jira OR-20622
	make sure LOD import Materials get map with LOD 0 material index

Change 2959302 on 2016/04/28 by Jamie.Dale

	Removed invalid assert

	#jira UE-30042

Change 2959263 on 2016/04/28 by Peter.Sauerbrei

	fix for virtual joysticks showing up on tvOS
	removed usage of ES2 define for tvOS
	#jira UE-26122

Change 2959235 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings

Change 2959177 on 2016/04/28 by Thomas.Sarkanen

	Fixed curve names getting incorrectly duplicated when DuplicateObject was called

	Fixes crash when trying to convert curves to metadata after newly importing a sequence.

	#jira UE-29988 - Crash when converting custom curve to metadata in persona

Change 2959170 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29683 Resaved Maps to Fix Build Warnings
	#jira UE-29685
	#jira UE-29679
	#jira UE-29684

Change 2959154 on 2016/04/28 by Dan.Bullard

	Added Media Player assets and added example to TM-ShaderModels.
	#jira UE-29618

Change 2959112 on 2016/04/28 by Jamie.Dale

	Fixed a long time IME crash that could happen under certain circumtances

	#jira OPP-5607

Change 2959086 on 2016/04/28 by Jamie.Dale

	Refreshing the editable text layout now makes sure the layout is up-to-date

	This addresses some update issues when the widget is being ticked, but not running a layout pass.

	#jira UE-30054

Change 2958927 on 2016/04/28 by Phillip.Kavan

	[UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set.

	#jira UE-30040

Change 2958730 on 2016/04/28 by Phillip.Kavan

	[UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport.

	#jira UE-23087

Change 2958566 on 2016/04/27 by Marcus.Wassmer

	Fix material preview and PostProcessAmbient
	#jira UE-29994

Change 2958459 on 2016/04/27 by mason.seay

	Test assets for Sound Class Override

	#jira UE-29618

Change 2958399 on 2016/04/27 by Owen.Stupka

	#jira UE-29924 Back out CL 2958355, change was in wrong position.

Change 2958395 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2950482  from //UE4/Dev-Framework

	#jira FORT-22973 SoundMix Fade Time not fading audio properly

	- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.

	#tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates.

Change 2958387 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2954865  from //UE4/Dev-Framework

	#jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.

	#tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device

Change 2958381 on 2016/04/27 by Josh.Adams

	- Fixed compile error in IOSDeviceHelperMac.cpp
	#lockdown nick.penwarden
	#jira UE-30037

Change 2958355 on 2016/04/27 by Owen.Stupka

	#jira UE-29924 Fix for UAT issues on Mac.

Change 2958351 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2957953  from //UE4/Dev-Framework

	#jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.

	#tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once

Change 2958344 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings

Change 2958342 on 2016/04/27 by mitchell.wilson

	#jira UE-29618  updating shot_002 to fix an issue with snapping.

Change 2958315 on 2016/04/27 by Marc.Audy

	No longer use component pooling, but instead spawn Actors for thumbnail display
	#jira UE-17453

Change 2958289 on 2016/04/27 by Marc.Audy

	Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component
	#jira UE-30033

Change 2958280 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29723 Resaved Maps and Audio Files

Change 2958237 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29687 Resaved Some Assets to Fix Build Warnings

Change 2958176 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29701 Resaved Some Assets to Fix Build Warnings

Change 2958172 on 2016/04/27 by Ori.Cohen

	Back out changelist 2955134

	#JIRA UE-30030

Change 2958121 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29706 Resaved Some Assets to Fix Build Warnings

Change 2958070 on 2016/04/27 by Peter.Sauerbrei

	fix for launch on to tvOS from PC
	properly filter out tvOS devices when launching to IOS and vice versa
	#jira UE-29928

Change 2958029 on 2016/04/27 by Andrew.Rodham

	Fixed SMenuAnchor::bIsCollapsedByParent not being respected

	#jira UE-30016

Change 2957962 on 2016/04/27 by Alexis.Matte

	#jira UE-29984
	Pixel inspector crash
	Fix the viewport id

Change 2957908 on 2016/04/27 by Andrew.Rodham

	Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer

	#jira UE-29171

Change 2957880 on 2016/04/27 by Peter.Sauerbrei

	fix for metal not being enabled in iOS 8
	added some checks for bSupportsResourceOptions in Lock/Unlock
	#jira UE-29268

Change 2957860 on 2016/04/27 by Gareth.Martin

	Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters
	#jira UE-29471

Change 2957833 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings

Change 2957805 on 2016/04/27 by Max.Chen

	Sequencer: Fix crash in UMG when a property changes and there's no movie scene.

	#jira UE-30008

Change 2957803 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings

Change 2957799 on 2016/04/27 by Max.Chen

	Sequencer: Fix visibility track name so that it says "Visibility"

	#jira UE-29996

Change 2957777 on 2016/04/27 by Allan.Bentham

	Workaround ES31 HQ DoF producing no effect with vulkan rhi.
	#jira UE-30006

Change 2957763 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29678 Resaved Maps to Fix Build Errors

Change 2957740 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29628 Resaved Maps to fix Build Warnings

Change 2957713 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29715 Resaved Maps to Fix Build Warnings

Change 2957678 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings

Change 2957627 on 2016/04/27 by Frank.Fella

	UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated

	#Jira UE-29319
	#Jira UE-29321

Change 2957625 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings

Change 2957603 on 2016/04/27 by mitchell.wilson

	#jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing

Change 2957577 on 2016/04/27 by Ben.Marsh

	EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out.

Change 2957569 on 2016/04/27 by Maciej.Mroz

	#jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true

	merged from Dev-Blueprints 2957564

Change 2957565 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error

Change 2957558 on 2016/04/27 by Matthew.Griffin

	Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files
	#jira UE-29899

Change 2957504 on 2016/04/27 by Marc.Audy

	Persist component instance data cache through blueprint construction that results in "disaster recovery mode"
	#jira UE-20385

Change 2957162 on 2016/04/26 by Dmitriy.Dyomin

	Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device
	#jira UE-25861

Change 2957117 on 2016/04/26 by Dan.Oconnor

	PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi)
	Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend

	#jira UE-29563

Change 2957057 on 2016/04/26 by Dan.Oconnor

	Tweak logic used to make variable nodes more accessible
	Motivation was PR#2202 by Lucyberad
	#jira UE-28802

Change 2956884 on 2016/04/26 by Jamie.Dale

	Removed an assert that can be triggered by certain IMEs

	#jira UE-19744

Change 2956876 on 2016/04/26 by Dan.Oconnor

	PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays)

	#jira UE-29495

Change 2956860 on 2016/04/26 by Max.Preussner

	Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973)

	#jira: UE-29973

Change 2956801 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues
	#jira UE-28140

Change 2956679 on 2016/04/26 by Andrew.Rodham

	Editor: Fixed not being able to switch between cinematic/default viewport types

	#jira UE-29942

Change 2956674 on 2016/04/26 by James.Fox

	Updated Blueprint Bitmask test asset to include Bitwise OR.
	#jira UE-29618

Change 2956573 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing
	#jira UE-28140

Change 2956572 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added alignment to buffer offsets depending on usage
	#jira UE-28140

Change 2956502 on 2016/04/26 by Peter.Sauerbrei

	fix for missing particles on iPhone 5 when compiling for size
	re-enable compile for size for Match 3
	#jira UE-28721

Change 2956445 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29691 Resaved some Animation Assets to Fix Build Warnings

Change 2956382 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings

Change 2956332 on 2016/04/26 by Patrick.Donovan

	Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled.
	#jira UE-29618

Change 2956301 on 2016/04/26 by Ben.Marsh

	Disable notification emails for warnings in Rocket sample builds.

Change 2956264 on 2016/04/26 by Peter.Sauerbrei

	fix for binary release generation of bp-only project files for IOS on Mac
	#jira UE-29934

Change 2956247 on 2016/04/26 by Jurre.deBaare

	Fix for Mac compile

	#jira UE-123ABC

Change 2956192 on 2016/04/26 by Jurre.deBaare

	- Changed signatures for merging static mesh (LOD index now incorporated in merge data structure)
	- Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels)
	- Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure
	- LightMap Index for merged static meshes is now set correctly
	- Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct
	- Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc

	#jira UE-28319

Change 2956183 on 2016/04/26 by mitchell.wilson

	#jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing

Change 2956152 on 2016/04/26 by Lina.Halper

	- removed invalid ensure because it doesn't check recursive, it does have different value with validation

	#jira : UE-29945

Change 2956034 on 2016/04/26 by Andrew.Rodham

	Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present
	  - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state

	#jira UE-28073

Change 2956002 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29729 Resaved Blueprints to Fix Build Warnings

Change 2955999 on 2016/04/26 by Max.Chen

	Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.

	#jira UE-29841

Change 2955983 on 2016/04/26 by Andrew.Rodham

	Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project.

	#jira UE-29938

Change 2955979 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29728 Resaved Some assets to Fix Build Warnings

Change 2955941 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29730 Resaved Maps to Fix Build Warnings

Change 2955937 on 2016/04/26 by Andrew.Rodham

	Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class
	  - This fixes issues caused by undersiable state being saved into the spawnable defaults

	Merged from //UE4/Dev-Sequencer/...@2952610

	#jira UE-29774

Change 2955888 on 2016/04/26 by mitchell.wilson

	#jira UE-29618 Updating shots for sequencer testing

Change 2955635 on 2016/04/26 by Max.Chen

	Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.

	#jira UE-28213

[CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
Chris Babcock
2b886e2c93 Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2911743 on 2016/03/16 by Allan.Bentham

	Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
	Cleaned up some ronin integration hacks from ronin.

Change 2912053 on 2016/03/16 by Peter.Sauerbrei

	disable Vulkan in Win32 builds for now
	#codereview rolando.caloca
	#jira UE-28465

Change 2914512 on 2016/03/18 by Dmitriy.Dyomin

	Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled

Change 2914944 on 2016/03/18 by Allan.Bentham

	Fix es2 tonemap flip. Fixes UE-25148

Change 2915248 on 2016/03/18 by Chris.Babcock

	Updates to support NDK r11
	#jira UE-28529
	#ue4
	#android

Change 2919192 on 2016/03/22 by Chris.Babcock

	NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
	#jira UE-28408
	#ue4
	#android
	#codereview Jack.Porter

Change 2919591 on 2016/03/23 by Allan.Bentham

	Merge ronin's Gaussian DoF to 4.11's dof changes.

	Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
	Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.

	#codereview martin.mittring

Change 2920758 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: shifting lighting samples octree
	https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html

Change 2920793 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
	#jira UE-26426

Change 2920981 on 2016/03/24 by Dmitriy.Dyomin

	GPU particles support for iOS Metal (A8+ only)
	#jira UE-11067
	#jira UE-28514
	#codereview Jack.Porter

Change 2921383 on 2016/03/24 by Allan.Bentham

	Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
	#codereview jack.porter

Change 2925694 on 2016/03/29 by Dmitriy.Dyomin

	Fixed: GPU particles and bloom on S7 Mali

Change 2927065 on 2016/03/29 by Chris.Babcock

	Set the DT_SONAME field in linker (stops warning toast)
	#ue4
	#android
	#codereview Jack.Porter

Change 2927375 on 2016/03/30 by Jack.Porter

	Fixed localization for placement mode Cube, Sphere, Cylinder and Cone

Change 2928643 on 2016/03/30 by Jack.Porter

	Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF

	#code_review: allan.bentham

Change 2932773 on 2016/04/04 by Jack.Porter

	Reapply android Vulkan version fixes

Change 2932853 on 2016/04/05 by Jack.Porter

	Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion

Change 2932998 on 2016/04/05 by Jack.Porter

	Native web browser widget on iOS

	#jira UEMOB-20

Change 2933420 on 2016/04/05 by Chris.Babcock

	Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
	#jira UE-29066
	#pr #2236
	#ue4
	#android

Change 2934315 on 2016/04/05 by Chris.Babcock

	Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
	#jira UE-23937
	#PR #1820
	#ue4
	#android
	#codereview Ryan.Gerleve

Change 2935038 on 2016/04/06 by Chris.Babcock

	Fix OpenGLES31 compile error
	#ue4
	#android
	#codereview Jack.Porter

Change 2936288 on 2016/04/07 by Allan.Bentham

	Planar reflection captures for mobile. (UE-27426)
	Added mobile planar reflection flag to material.

	#codereview jack.porter, daniel.wright

Change 2936297 on 2016/04/07 by Allan.Bentham

	Missed file. Planar reflection captures for mobile. (UE-27426)
	#codereview jack.porter, daniel.wright

Change 2937763 on 2016/04/08 by Dmitriy.Dyomin

	Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
	GitHub #2031
	#jira UE-26576
	#codereview Jack.Porter

Change 2937863 on 2016/04/08 by Jack.Porter

	Merged Ronin CLs 2840392, 2860028

	Allow vertex texture fetches on ES2 (requires absolute mip level)

Change 2938461 on 2016/04/08 by Chris.Babcock

	Write Android uninstall batch files
	#ue4
	#android

Change 2939679 on 2016/04/11 by Allan.Bentham

	Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
	renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects

	#codereview jack.porter, daniel.wright

Change 2939887 on 2016/04/11 by Chris.Babcock

	Android ARM64 libraries
	#jira UEPLAT-1268
	#ue4
	#android

Change 2940125 on 2016/04/11 by Chris.Babcock

	Added requirements to Arm64 and x86_64 tooltips

Change 2941051 on 2016/04/12 by Allan.Bentham

	Fix for inverted RG channels when using filmic tonemapper with ES2.
	#codereview jack.porter

Change 2942523 on 2016/04/13 by Chris.Babcock

	Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
	#ue4
	#android
	#codereview Josh.Adams

Change 2942578 on 2016/04/13 by Chris.Babcock

	Add cxademangle dependency to Core for Android
	#ue4
	#android
	#codereview Josh.Adams

Change 2942997 on 2016/04/13 by Chris.Babcock

	Run Ant with -quiet first and run again without if there is an error for the log
	#ue4
	#android
	#codereview Josh.Adams

Change 2943320 on 2016/04/14 by Jack.Porter

	Fixed planar reflection merge errors

Change 2943352 on 2016/04/14 by Jack.Porter

	Fix NAME_VULKAN_ES3_1_ANDROID shader format name

	#codereview: Rolando.Coloca

Change 2943367 on 2016/04/14 by Dmitriy.Dyomin

	Added cvars to add or strip specific GL extensions from a driver reported extensions string
	#jira UE-29467

Change 2943425 on 2016/04/14 by Dmitriy.Dyomin

	Better logging of MobileHDR mode

Change 2943461 on 2016/04/14 by Dmitriy.Dyomin

	Fixing HDR rendering and bloom on Galaxy S7

Change 2943493 on 2016/04/14 by Dmitriy.Dyomin

	Better HDR fix for devices with ES3 support

Change 2943855 on 2016/04/14 by Allan.Bentham

	Mobile planar reflections.
	 - currently only supports opaque materials
	#codereview jack.porter

Change 2944721 on 2016/04/14 by Chris.Babcock

	Allow Vulkan-only Android builds
	#ue4
	#android
	#codereview Allan.Bentham,Jack.Porter

Change 2944771 on 2016/04/14 by Dmitriy.Dyomin

	Fixed: mesh particles crash in ES2

Change 2944827 on 2016/04/15 by Dmitriy.Dyomin

	Fixed: GPU particles not working on S6 with Android 6.0.1

Change 2944836 on 2016/04/15 by Jack.Porter

	Disable FX system calls in forward renderer when particles showflag is off

Change 2944840 on 2016/04/15 by Jack.Porter

	Re-enabled non-radial TDeferredLightVS on ES2 for planar and put  #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4  around the radial shader code which was tripping up ES2.

	#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright

Change 2944914 on 2016/04/15 by Jack.Porter

	Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode

Change 2945020 on 2016/04/15 by Gareth.Martin

	Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.

	Change 2943560 on 2016/04/14 by Gareth.Martin

	        Added ability to expand landscape bounds
	        #jira UE-28928
	        #jira UE-25230

	Change 2943538 on 2016/04/14 by Gareth.Martin

	        Fix a crash with saving a level >2GB in size.
	        There may still be other crashes with >2GB levels.

	Change 2943477 on 2016/04/14 by Gareth.Martin

	        Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
	        Also moved all the LOD settings together in LandscapeProxy.h because it was messy

	Change 2942113 on 2016/04/13 by Gareth.Martin

	        Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.

	Change 2941030 on 2016/04/12 by Gareth.Martin

	        Cleanup and commenting

	Change 2940994 on 2016/04/12 by Gareth.Martin

	        Implement random scale option for Landscape Grass.
	        #jira UE-25743

	Change 2940993 on 2016/04/12 by Gareth.Martin

	        Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent

	Change 2940150 on 2016/04/11 by Gareth.Martin

	        Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform

	Change 2940101 on 2016/04/11 by Gareth.Martin

	        Additional checks for bad static mesh when building the HISMC tree

Change 2945560 on 2016/04/15 by Rolando.Caloca

	DM - Fix for newer Vulkan sdks

Change 2945638 on 2016/04/15 by Chris.Babcock

	Fix permissions on uninstall script on Mac
	#jira UE-29236
	#ue4
	#android
	#lockdown Jack.Porter

Change 2945856 on 2016/04/15 by Rolando.Caloca

	DM - vk - Fix mapped allocations on mobile

#lockdown nick.penwarden

[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
Jurre deBaare
cbd40a126d Conditional SSF compilation.
#lockdown Nick.Penwarden

[CL 2930288 by Jurre deBaare in Main branch]
2016-04-01 06:37:24 -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
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
Josh Adams
db43da290b Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main)
Change 2783376 on 2015/11/30 by Nick.Shin

	upgrading emscripten SDK to 1.35.9
	following instruction from the README file

Change 2787414 on 2015/12/02 by Nick.Shin

	upgrading emscripten to 1.35.0
	removing old SDK and tools for Mac and Win64

Change 2790218 on 2015/12/04 by Nick.Shin

	merge (CL: #2790164) from //UE4/Dev-Physics to //UE4/Dev-Platform
	PhysX HTML5 bc files

Change 2794786 on 2015/12/08 by Nick.Shin

	merge CL #2794757 part 1 of 2
	from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5
	to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/

Change 2794789 on 2015/12/08 by Nick.Shin

	merge CL #2794758 part 2 of 2
	from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5
	to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/

Change 2799151 on 2015/12/10 by Dmitry.Rekman

	Guarantee XGE.xml sorting order for 10+ builds.

	- A licensee pointed out the problem that AutomationTool.UE4Build.FindXGEFiles() sorts the files by filename, so e.g. UBTExport.10.xge.xml takes priority over UBTExport.2.xge.xml.

	#codereview Ben.Marsh

Change 2799440 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2790251: Temporarily revert some of the changes for Mac mouse cursor locking as they were causing more problems than they solved.

Change 2799441 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2796111 & #2796158: Fix cooking shader cache files - it wasn't being enabled despite a cached shader format being listed.

Change 2799442 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2797758: Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2799601 on 2015/12/11 by Mark.Satterthwaite

	Implement background reading of NSPipe's in Mac ExecProcess to avoid the sub-process blocking trying to write to the meagre 8kb internal buffers. This may fix problems with SVN on Mac.

Change 2799657 on 2015/12/11 by Mark.Satterthwaite

	Remove the hlslcc major version from the Metal and OpenGL shader formats to ensure that there are enough bits to represent the different version components. There's no expectation that the major version of hlslcc will change and it will soon be removed entirely.

Change 2799691 on 2015/12/11 by Mark.Satterthwaite

	Merging final internal-only changes from WWDC.

Change 2800182 on 2015/12/11 by Mark.Satterthwaite

	Capture the system.log contents from the moment we boot to the point we crash to report GPU restarts and other system errors not written into our own logs.

Change 2801395 on 2015/12/14 by Mark.Satterthwaite

	Fix the Metal shader compiler so that it properly reports the number of sampler objects in use, not the number of textures as Metal separates its 16 samplers and up-to 128 textures in a single shader stage, like D3D and unlike OpenGL. This fixes a lot of material compile errors in newer projects which aren't being designed for obsolete OpenGL.

Change 2801653 on 2015/12/14 by Daniel.Lamb

	Load package differ can now diff header part of packages.
	Changed the way IsChildCooker is handled improves performance of multiprocess cooker.

Change 2801655 on 2015/12/14 by Daniel.Lamb

	Added cooker warning to resave packages if they don't have collision data for their static meshes.
	Added NavCollision creation on static mesh import so that we save out the NavCollision.

Change 2801923 on 2015/12/14 by Daniel.Lamb

	Fix compilation error with CreateLoader.

Change 2802076 on 2015/12/14 by Daniel.Lamb

	Remove some debugging assistance code.

Change 2803207 on 2015/12/15 by Mark.Satterthwaite

	Add missing Metal formats for PF_R16_SINT/UINT.

Change 2803254 on 2015/12/15 by Mark.Satterthwaite

	Add additional uint/2/3/4 overrides for SV_Target(x) to MetalUtils and when generating the output variable look for an exact type match before restoring to the first match with the correct number of elements. This ensures that we generate uint/2/3/4 writes when required for CopyStencilToLightingChannelsPS without breaking anything else.

Change 2803259 on 2015/12/15 by Mark.Satterthwaite

	Fix stencil texture swizzle for Metal which uses .x not .g for stencil value.

Change 2803262 on 2015/12/15 by Mark.Satterthwaite

	Fix FMetalRHICommandContext::RHISetScissorRect  handling 0 sized rects when RHISetScissorRect is called before RHISetViewport.

Change 2803321 on 2015/12/15 by Mark.Satterthwaite

	Duplicate CL #2786291: Fix Metal validation errors caused by incorrect instance count and also a crash-bug caused by accessing a defunct depth-stencil texture. This should be enough to ensure Metal works even if you've been playing previously with OpenGL.

Change 2803413 on 2015/12/15 by Mark.Satterthwaite

	Workaround the Material Editor's unfortunate habit of rendering tiles without a depth/stencil-buffer attached despite tiles wanting to write to depth - in Metal we have to create a temporary Depth-Stencil texture so that we don't crash the driver because it won't rewrite the shaders for us (unlike D3D/GL).

Change 2806247 on 2015/12/16 by Daniel.Lamb

	Fixed UParticleRequiredModule deterministic cook issue.
	#codereview Olaf.Piesche

Change 2806834 on 2015/12/17 by Mark.Satterthwaite

	Temporarily work around absence of Checked & Shipping APEX/PhysX binaries on Mac.

Change 2807017 on 2015/12/17 by Mark.Satterthwaite

	Handle the shader cache being initialised for cooking multiple times until I can sort out the implementation properly.

Change 2807027 on 2015/12/17 by Daniel.Lamb

	Enabled DDC stats.
2016-01-19 09:54:25 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
92ec2b8239 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS).

Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file.

Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it)

Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Adding config entries to determine which platforms/configurations are available

	Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build.

	A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid.

Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Copying UnrealGameSync into Engine/Source/Programs.

Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667)

Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target.

Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use.

Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to
PrecompileTargetsType.None.

	#codereview Matthew.Griffin

Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015

Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files.

Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Restore change to gather VC environment directly from registry.

#lockdown Nick.Penwarden

[CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
Ben Marsh
1cc0be0a06 Separate all the project specific settings for a platform into a separate class (derived from UEBuildPlatformContext), and remove the last few references to the global .uproject file path. Checks for SupportsWindowsXP() are now done inside the toolchain.
#codereview Peter.Sauerbrei

[CL 2711835 by Ben Marsh in Main branch]
2015-09-30 16:40:04 -04:00
Ben Marsh
a1bfbcd0d5 Split the ModifyModuleRules() method into two parts; one which is called only for the active platform (ModifyModuleRulesForActivePlatform), and one which is called on all platforms for a host platform (ModifyModuleRulesForOtherPlatform).
[CL 2709436 by Ben Marsh in Main branch]
2015-09-29 10:44:49 -04:00
Ben Marsh
1adc540d76 Instance UEBuildPlatform for each supported platform so we don't have to keep passing an UnrealTargetPlatform back into it, and separate the SDK logic for each group of platforms into a separate class (UEBuildPlatformSDK). Add a new factory class (UEBuildPlatformFactory) for creating them and binding them together.
[CL 2709253 by Ben Marsh in Main branch]
2015-09-29 08:56:10 -04:00
Ben Marsh
291c6dd533 Merge UEBuildPlatform.GetExtraModules() and UEBuildPlatform.SetupBinaries(), because they were being used for the same purpose.
[CL 2707277 by Ben Marsh in Main branch]
2015-09-27 14:50:58 -04:00
Ben Marsh
b2acdadf67 Remove unnecessary UEBuildTarget parameter being passed to build platforms.
[CL 2707256 by Ben Marsh in Main branch]
2015-09-27 13:10:21 -04:00
Ben Marsh
0aa484bda0 Toolchains are now instanced to allow storing project and target specific configuration details. Required for UBT to support multiple targets. Removed IUEToolChain, which wasn't being used directly.
[CL 2707252 by Ben Marsh in Main branch]
2015-09-27 13:05:49 -04:00
Ben Marsh
385dcb4a3d Instance deployment handlers, rather than having a single shared instance. Required to support multiple build targets in UBT. Creation is through a method on the UEBuildPlatform.
[CL 2706031 by Ben Marsh in Main branch]
2015-09-25 08:37:49 -04:00
Ben Marsh
df83418aeb Auto-format UBT for consistent spacing. All default Visual Studio settings, but tabs instead of spaces.
[CL 2704665 by Ben Marsh in Main branch]
2015-09-24 12:37:21 -04:00
Jack Porter
33a51c03a7 UEMOB-32 - Support cooking various combinations of Android texture formats simultaneously
[CL 2698623 by Jack Porter in Main branch]
2015-09-21 01:23:29 -04:00
Peter Sauerbrei
e706287759 Speed up reading and accessing ini files from UAT/UBT
#uat
#ubt
#codereview ben.marsh, wes.hunt

[CL 2691637 by Peter Sauerbrei in Main branch]
2015-09-15 09:29:42 -04:00
Ben Marsh
511af0caa7 Only add shader format and target platform modules as dependencies of the TargetPlatform module. Adding them for every single module in a target has a huge effect on the number of modules we need to resolve (UEBuildTarget.FindOrCreateModuleByName() was being called 200,000 times when generating project files, thanks to SCW and UFE triggering these code paths).
#codereview Peter.Sauerbrei

[CL 2684709 by Ben Marsh in Main branch]
2015-09-09 11:03:25 -04:00
Ben Marsh
9610023ca5 Use FileReference and DirectoryReference classes instead of strings for paths. Massively reduces the amount of paranoid calls to GetFullPath(), CleanDirectorySeparators() et al., and improves performance for really common UBT operations like making relative paths or checking if files are under a directory. Strong typing ensures that intention of parameters is explicit.
[CL 2678429 by Ben Marsh in Main branch]
2015-09-03 08:47:24 -04:00