Commit Graph

234 Commits

Author SHA1 Message Date
josh adams
d6ef8f9cbe - Cleaned up the LocalNotification service code on IOS and Android, and allow for canceling a notification by ID
- Android ID changes untested yet
#rb michael.kirzinger
[FYI] michael.kirzinger,chris.babcock


#ROBOMERGE-SOURCE: CL 6628745 via CL 6628746 via CL 6628747 via CL 6632036
#ROBOMERGE-BOT: (vundefined-6620334)

[CL 6632203 by josh adams in Main branch]
2019-05-24 13:20:11 -04:00
josh adams
03570db068 - Removed debug log
#rb none


#ROBOMERGE-VERSION: 348-6547088
#ROBOMERGE-SOURCE: CL 6572576 via CL 6573226 via CL 6573457 via CL 6573606

[CL 6573626 by josh adams in Main branch]
2019-05-20 06:03:36 -04:00
josh adams
c5747310fe - Fixed local notification service on IOS to have unique identifiers
[FYI] peter.sauerbrei
#rb trivial


#ROBOMERGE-VERSION: 348-6547088
#ROBOMERGE-SOURCE: CL 6572575 via CL 6573224 via CL 6573456 via CL 6573605

[CL 6573625 by josh adams in Main branch]
2019-05-20 06:03:34 -04:00
rob gay
36bd689e3f - Simplify max channel count code by removing GEngineIni look-up for value set in Engine-level ini and just directly setting in UAudioSettings constructor
- Fix bug with IOS & XAudio2 old backends not respecting platform settings code/ini settings
- Move AudioDevice to override quality settings MaxChannels by ANY platform setting, on init, not just the minimal value.  This is okay on init as the source array has yet to be initialized.

https://p4-swarm.epicgames.net/reviews/6260062

#rb ethan.geller
#rb phil.popp


#ROBOMERGE-SOURCE: CL 6345170 via CL 6346183

[CL 6346278 by rob gay in Main branch]
2019-05-07 16:46:48 -04:00
nick darnell
bf5170a08f Audio - Discussed with Aaron; Hiding the bUseSpatialization behind a getter and setter so that we can control all spatialization with a cvar, the old behavior wasn't actually working, as several things could override the bUseSpatialization behavior of the WaveInstance.
Rob.Gay, Aaron.McLeran


#ROBOMERGE-SOURCE: CL 5766501 via CL 5766505 via CL 5768308 via CL 5770076

[CL 5770149 by nick darnell in Main branch]
2019-04-05 19:52:11 -04:00
dmitriy dyomin
f295edc3cc Option to disable motion data polling on iOS
#rb none


#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 5490744 via CL 5490745 via CL 5490747 via CL 5490837

[CL 5490946 by dmitriy dyomin in Main branch]
2019-03-21 01:24:22 -04:00
peter sauerbrei
75b4b379a8 turn on bitcode is shipping by default
#rb trivial
#jira UE-71628
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 5419414 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5419419 by peter sauerbrei in Main branch]
2019-03-15 13:29:30 -04:00
Sorin Gradinaru
5aea452dd5 UE-68313 Advertising Identified (IDFA) code for iOS should be optional in the Engine
#jira UE-68313
#iOS
#4.22
#rb Jack.Porter

Adding Enable Advertising Identified (IDFA) in Settings >> iOS >> Build. Enabled by default
Fom CL5287566@Revision-4.22

[CL 5287756 by Sorin Gradinaru in Main branch]
2019-03-04 14:56:27 -05:00
mark satterthwaite
063033c7a2 Change the name of the "Metal Desktop Forward Renderer" to simply "Metal Desktop Renderer" on iOS as it can run the Deferred or Forward renderer, albeit the Deferred renderer is typically much slower.
#rb none
#jira UE-66195

#ROBOMERGE-SOURCE: CL 4962353 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4968538 by mark satterthwaite in Main branch]
2019-02-12 09:40:24 -05:00
thomas ross
ba30c91d75 Adding background http protype system. Enables downloading files while app is suspended on iOS. Other platforms need to be added over time if desired. For now other platforms just wrap basic HTTPRequests under the hood.
#rb none
#tests iOS / Android
[CODEREVIEW] Andrew.Grant,Daniel.Lamb,Justin.Marcus
[FYI] Pete.Sauerbrei


#ROBOMERGE-SOURCE: CL 4898958 via CL 4898963 via CL 4898965 via CL 4905881

[CL 4906509 by thomas ross in Main branch]
2019-02-05 18:09:08 -05:00
Marcus Wassmer
68f340a63c Merging //UE4/Dev-Main@4825910 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
KNOWN BROKEN DO NOT SYNC
#lockdown rolando.caloca

[CL 4827063 by Marcus Wassmer in Dev-Rendering branch]
2019-01-28 21:04:21 -05:00
Mark Satterthwaite
8ba414e181 Add an option "Force 32bit Floating Point Precision" to the iOS project settings to have the shader compiler promote all half-float operations to FP32 as some projects on iOS encounter rendering issues when fragment shader calculations run into half-float precision limits.
#jira UE-68654
#rb none
#lockdown marcus.wassmer

[CL 4804101 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-24 15:59:40 -05:00
Rolando Caloca
732810a13b DR - Copying //UE4/Dev-Main@4785067 to //UE4-DevRendering
#rb none
#rnx
#lockdown Marcus.Wassmer

[CL 4790611 by Rolando Caloca in Dev-Rendering branch]
2019-01-23 17:01:56 -05:00
Marcus Wassmer
fee98d3ca5 Merging //UE4/Dev-Main@4729937 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4730169 by Marcus Wassmer in Dev-Rendering branch]
2019-01-15 18:30:06 -05:00
Marcus Wassmer
a8d6cc952b Merging //UE4/Dev-Main@4700769 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4729861 by Marcus Wassmer in Dev-Rendering branch]
2019-01-15 18:04:38 -05:00
Mark Satterthwaite
ae9401146d Remove all support for Metal prior to Metal 1.2 on iOS/tvOS and Metal 2.0 on macOS. This permits some fairly radical simplifications and removal of a number of workarounds.
- All Buffer<>/RWBuffer<> objects are now bound as texture2d or texture_buffer, unless they are 3-component, in which case they are bound as raw T* buffer pointers.
- 3-component Buffer/RWBuffer objects should now work - Metal needed to use packed_* types internally as normal 3-component types in Metal are the same size as 4-component types which is different to HLSL. This is untested as we have no such example.
- Texture Gather/GatherCompare operations have been fixed and should now work.
- Remove all the TypedBufferFormat function-constant specialisation infrastructure and metadata as it is no longer necessary.
- Remove all the raw-conversion for 1, 2 and 4 component vector types as it is no longer required.
- Fixed input qualifiers (centroid, linear, etc.) for Fragment shader inputs - they should now work.
- Remove a bunch of Metal specific shader changes due to buffer type casting and swizzling that will now just work.
- Use the BGRA vertex format for FColor on Metal when available (everywhere but iOS/tvOS 10 using Metal 1.2).
- Simplify ShouldCompilePermutation & similar functions now that we have fewer versions to support.

#rb none
#jira N/A

[CL 4729845 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-15 18:01:31 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Marcus Wassmer
c56a69a8c0 Merging //UE4/Dev-Main@4567547 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4568017 by Marcus Wassmer in Dev-Rendering branch]
2018-11-14 21:37:16 -05:00
Marcus Wassmer
437b881302 Merging //UE4/Dev-Main@4547706 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4549073 by Marcus Wassmer in Dev-Rendering branch]
2018-11-07 15:32:18 -05:00
peter sauerbrei
b2e1cf0f89 deprecate IOS 9
#jira UE-64018
#rb john.mauney

#ROBOMERGE-SOURCE: CL 4427716 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4427717 by peter sauerbrei in Staging-4.21 branch]
2018-10-04 11:45:28 -04:00
brian zaugg
a4bcd0d1e4 Add support for new iOS UserNotifications framework, enabled if min iOS version is set >= 10.
#rb Peter.Sauerbrei
#jira UE-51041, UE-59178

#ROBOMERGE-SOURCE: CL 4424786 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4424787 by brian zaugg in Staging-4.21 branch]
2018-10-03 17:13:29 -04:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
Rolando Caloca
e3ec1a0d94 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 4073167 by Krzysztof.Narkowicz

	Added subsurface profile for eye shading model.
	#jira none

Change 4073422 by Krzysztof.Narkowicz

	Added dual specular for subsurface profile shading model.
	#jira none

Change 4075278 by Krzysztof.Narkowicz

	Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail.
	#jira none

Change 4084231 by Krzysztof.Narkowicz

	Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features.
	#jira none

Change 4092798 by Matt.Collins

	Some HDR refactoring.

	Previously the DisplayOutput and ColorGamut were only set in GameUserSettings.
	I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants.

Change 4096954 by Chris.Bunner

	Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code.

Change 4111285 by Brian.Karis

	Eye shading update.
	Added Iris normal (disabled). Removed wrap. Fixed contact shadows.

Change 4155261 by Krzysztof.Narkowicz

	Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution.

	#jira none

Change 4167644 by Krzysztof.Narkowicz

	Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files.

Change 4183727 by Yuriy.ODonnell

	Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available).

	Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner.
	This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements.

	Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush.
	Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals.

	Added support for DBuffer decals with emissive component.

	Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals.

Change 4197684 by laz.matech

	Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair).

	#jira none

Change 4225614 by Rolando.Caloca

	DR - Enable depth collision particles on Vulkan mobile

Change 4235489 by Uriel.Doyon

	Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights.

	#jira UE-59525

Change 4260154 by Mark.Satterthwaite

	Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker.

Change 4270594 by Brian.Karis

	Fix for textured rect light L pointing away from plane due to approximate diffuse integration.

Change 4273361 by Daniel.Wright

	Particle Cutouts with 8 verts now always use stochastic approach.  Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop.

Change 4309174 by Mark.Satterthwaite

	Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used.

Change 4310121 by Matt.Collins

	Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing.

	#jira none

Change 4312960 by Daniel.Wright

	Fix from Stephen Hill for incorrect light grid culling near the near plane

Change 4314169 by Richard.Wallis

	FShaderCache and associated public structures are now marked as deprecated.  All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic.

	#jira none

Change 4320760 by Arne.Schober

	DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run).
	#jira UE-60992

Change 4334607 by Uriel.Doyon

	Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails).
	Now settings a light Intesity to default resets the brightness to the archetype brightness.
	This handles correctly cases where the intensity units differs between the two objects.
	Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness
	(by recomputing the Intensity).

	#jira UE-61401

Change 4336188 by Rolando.Caloca

	DR - Added -ReduceThreadUsage so programs can use less threads (for SCW )

Change 4337967 by Rolando.Caloca

	DR - Remove unused RHISupportsShaderCompression function

#rb none

[CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
Sorin Gradinaru
ea277dc43d UE-59381 Ios application default orientation
#jira UE-59381
#iOS
#4.21
#rb Jack.Porter

- added Initial interface orientation in the generated Plist file (UIInterfaceOrientation key)
- implemented preferredInterfaceOrientationForPresentation in the IOSViewController
- re-arranged the orientation list in the Plist file

[CL 4339733 by Sorin Gradinaru in Dev-Mobile branch]
2018-09-03 09:58:41 -04:00
Jack Porter
079be7f538 Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
#jira 0

[CL 4293080 by Jack Porter in Dev-Mobile branch]
2018-08-16 13:53:43 -04:00