https://jira.it.epicgames.com/browse/UE-119594
as a temporary measure until arne.schober has a chance to put in place a long term fix.
#rb devin.doucette
[FYI] andriy.tylychko
[FYI] arne.schober
#ROBOMERGE-SOURCE: CL 16853912 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16853923 by zousar shaker in ue5-release-engine-test branch]
[FYI] alexander.suvorov
Original CL Desc
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#jira UE-87812
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
[FYI] charles.bloom
#preflight 60ba698e884c6300012adbac
#ROBOMERGE-SOURCE: CL 16624208 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16624214 by aurel cordonnier in ue5-release-engine-test branch]
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
[FYI] charles.bloom
#preflight 60ba698e884c6300012adbac
#ROBOMERGE-SOURCE: CL 16609377 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16609393 by alexander suvorov in ue5-release-engine-test branch]
Disable deprecated cubemap processing originally designed for ambient lighting.
#rb james.doverspike
#fyi charles.bloom
[CL 16546734 by alexander suvorov in ue5-main branch]
-Add mechanism for ITextureFormat to have a generic and private "FormatSettings" block that can be global, but also exported with a texture build action and applied when a texture build is executed remotely. Also ensure that ChildTextureFormat is able to split and store/read the format settings for Child & Base format as separate sub-items.
-Allow the PS5TextureBuildWorker to compile in Oodle if the plugin is present and enabled.
#rb charles.bloom
[CL 16406838 by Zousar Shaker in ue5-main branch]
i.e. This allows latency sensitive texture compression parallelfor from the gamethread to benefit from all the foreground threads and complete faster
#rb Arne.Schober
[CL 15387719 by danny couture in ue5-main branch]
This has a single use case: We build streaming virtual textures from runtime virtual textures and we want to ensure the format doesn't change just because the alpha channel is all 1.
#jira none
#rb danny.couture
[CL 15275121 by Jeremy Moore in ue5-main branch]
- This dramatically improves editor framerate under high load
Cleanup all the hacks that are not needed anymore
#rb Andriy.Tylychko
[CL 14676999 by danny couture in ue5-main branch]
Enabled back checks on power of 2 textures when generating mips.
#rb josh.adams
#jyi rolando.caloca
#jira UE-101452
[CL 14550682 by Uriel Doyon in ue5-main branch]