==========================
MAJOR FEATURES + CHANGES
==========================
Change 2959679 on 2016/04/28 by Ben.Marsh
UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag.
Change 2959695 on 2016/04/28 by Ben.Marsh
UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter".
Change 2960798 on 2016/04/29 by Ben.Marsh
Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT.
Change 2960928 on 2016/04/29 by Ben.Marsh
UGS: Change filter for buildmachine changes to only include rebuilt lightmaps.
Change 2963214 on 2016/05/02 by Ben.Marsh
BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.
Change 2964454 on 2016/05/03 by Ben.Marsh
Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing.
Change 2964533 on 2016/05/03 by Ben.Marsh
BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS.
Change 2964852 on 2016/05/03 by Ben.Marsh
BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so.
Change 2966856 on 2016/05/04 by Ben.Marsh
EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc...
Change 2966867 on 2016/05/04 by Ben.Marsh
EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval.
Change 2967504 on 2016/05/05 by Ben.Marsh
UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription.
Change 2967778 on 2016/05/05 by Ben.Marsh
UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG.
Change 2967815 on 2016/05/05 by Ben.Marsh
EC: Copy the initial resource pool setting from the stream settings into an EC property
Change 2967873 on 2016/05/05 by Ben.Marsh
EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet.
Change 2969294 on 2016/05/06 by Ben.Marsh
EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments.
Change 2969371 on 2016/05/06 by Ben.Marsh
EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams.
Change 2970623 on 2016/05/09 by Ben.Marsh
UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered.
Change 2970627 on 2016/05/09 by Ben.Marsh
UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants.
Change 2972140 on 2016/05/10 by Ben.Marsh
Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger.
#lockdown Nick.Penwarden
[CL 2972146 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927181 on 2016/03/29 by Dmitry.Rekman
(Optionally) exclude idle time from server FPS charts.
- Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers).
- Server FPS charts analytics events and log output will include the information if idle time was excluded.
- Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log.
#rb Paul.Moore
#codereview Paul.Moore, Michael.Noland
#tests Ran Linux server and Windows client on compatible content.
Change 2927084 on 2016/03/29 by Ben.Marsh
BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately.
#rb none
#tests none
Change 2927060 on 2016/03/29 by Michael.Noland
Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter)
Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup)
#rb marcus.wassmer
#tests Ran and did some fps charts
Change 2927048 on 2016/03/29 by Michael.Noland
HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD)
#tests Compiled and ran Paragon
#rb marcus.wassmer
Change 2926920 on 2016/03/29 by Ben.Marsh
BuildGraph: Update schema with Rename task.
Change 2926911 on 2016/03/29 by Ben.Marsh
BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/>
#rb none
#tests none
Change 2926908 on 2016/03/29 by Andrew.Grant
Fix for CDO properties of renamed blueprints not being applied
#rb none
#tests loaded Origin map (renamed from Playgo3) and verified properties are applied.
Change 2926799 on 2016/03/29 by Jason.Bestimt
#ORION_DG - Merge MAIN (23) @ CL# 2926780
#RB:none
#Tests:none
Change 2926663 on 2016/03/29 by david.nikdel
#ROBOMERGE-OBO: jason.bestimt
#ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ORION_23 - Potential fix for Cook failures
"Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd."
#RB:none
#Tests: none
[CodeReviewed]: andrew.grant, dan.oconnor
Change 2926510 on 2016/03/29 by Andrew.Grant
Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock)
#rb none
#tests compiled
Change 2926495 on 2016/03/29 by Rob.Cannaday
Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
#jira FORT-18947
#jira OR-17695
#tests golden path
#rb eric.newman
Change 2926427 on 2016/03/29 by Josh.Markiewicz
#UE4 - fixed typo
#rb none
#tests none
Change 2926250 on 2016/03/29 by Martin.Mittring
fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect
#rb:Chris.Bunner
#codereview:Brian.Karis
Change 2926224 on 2016/03/29 by Daniel.Lamb
Fix for potenital threading issue with Console manager removing vars which could cause double free.
#rb Robert.Manuszewski
#test Orion cook
Change 2926174 on 2016/03/29 by Gareth.Martin
Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people
#rb
#tests editor
Change 2925968 on 2016/03/29 by David.Nikdel
#MCP #OSS
- Read RedirectUrl from ini
#RB: Eric.Newman
#TESTS: compiled in another branch (merge over)
#ROBOMERGE: Main
[CL 2929424 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2912513 on 2016/03/16 by David.Ratti
attempted cook fix
#rb none
#tests compile
Change 2912456 on 2016/03/16 by Zak.Middleton
#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.
#rb John.Pollard
#tests Replays and MultiPIE vs AI
Change 2912386 on 2016/03/16 by Ben.Marsh
BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.
Change 2912378 on 2016/03/16 by Ben.Marsh
BuildGraph: Fix format of custom build arguments when running with buildgraph.
Change 2912318 on 2016/03/16 by Marcus.Wassmer
Fix mallocleakdetection false positives, and hash collision data corruption.
#rb none
#test leak finding on goldenpath
Change 2912242 on 2016/03/16 by Lukasz.Furman
CIS fix
#rb none
#tests none
Change 2912239 on 2016/03/16 by Ben.Marsh
UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.
#rb none
#tests generated project files using UGS after making change
Change 2912211 on 2016/03/16 by Ben.Marsh
BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.
#rb none
#codereview Wes.Hunt
#tests none
Change 2912196 on 2016/03/16 by Mieszko.Zielinski
Added a missing #pragma once to GameplayDebuggerCompat.h #Orion
#rb Lukasz.Furman
#test none
Change 2912165 on 2016/03/16 by Lukasz.Furman
new gameplay debugger and some replication fixes (disabled by default)
uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
#orion
#rb none
#tests yes, a lot.
#codereview Mieszko.Zielinski
Change 2912065 on 2016/03/16 by Jason.Bestimt
[AUTOMERGE]
#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016
#RB:none
#Tests:none
#CodeReview: matt.schembari
--------
Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.
Change 2912045 on 2016/03/16 by David.Ratti
Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues
#rb DanY
#tests PIE
Change 2912030 on 2016/03/16 by Alex.Fennell
Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...
support for cookies across curl easy handles in libcurl
#TESTS: cookie support confirmed by using the http test targetting google.com
#RB: david.nikdel
#codereview: david.nikdel, jason.bestimt
Change 2911870 on 2016/03/16 by Laurent.Delayen
- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
- New notifications are backwards compatible with old.
- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.
#rb martin.wilson, frank.gigliotti
#tests Kuro VS Rampage abilities in networked PIE
Change 2911763 on 2016/03/16 by Nick.Atamas
Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.
#rb none
#test Editor does not crash.
#codereview Matt.Kuhlenschmidt
Change 2911631 on 2016/03/16 by Dmitry.Rekman
Fix AvgPing perfcounter being occasionally NaN (FORT-20523)
- Prevent division by zero.
#rb none
[CL 2917701 by Andrew Grant in Main branch]
Individual projects select 2013 support through their target.cs files. This is already setup for the correct projects and no other projects should use 2013.
#lockdown Nick.Penwarden
[CL 2902827 by Jeff Campeau in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2816560 on 2016/01/05 by Jeff.Campeau
Remove duplicate CEF binaries
Change 2835599 on 2016/01/20 by Lee.Clark
PS4 - Added pragma optimization macros
Change 2841103 on 2016/01/23 by Mark.Satterthwaite
Integrate Git PR #1958: Fixed typo in EMetalFeatures enum
#jira UE-25721
Change 2841369 on 2016/01/24 by Mark.Satterthwaite
Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist.
#jira UE-25910
Change 2841795 on 2016/01/25 by Lee.Clark
PS4 - MovieStreamer improvements
* Use GPU for YUV conversion
* Use new Software2 Decoder
Change 2842261 on 2016/01/25 by Mark.Satterthwaite
Fix some memory leaks.
Change 2842831 on 2016/01/25 by Mark.Satterthwaite
Metal implementation for RHIBlockUntilGPUIdle.
Change 2842838 on 2016/01/25 by Mark.Satterthwaite
When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur.
Change 2842914 on 2016/01/25 by Mark.Satterthwaite
Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits:
1. No format shifting for MSAA color buffers.
2. No access to stencil in MSAA packed depth/stencil surface.
This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there.
#codereview peter.sauerbrei
Change 2843028 on 2016/01/25 by Mark.Satterthwaite
In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy.
Change 2845531 on 2016/01/27 by Lee.Clark
PS4 - Fix memory alignment for back buffers
* Fix memory alignment for MapLargeBlock
* Fix available direct memory tracking
Change 2846491 on 2016/01/27 by Jeff.Campeau
2015 compile fixes for Orion
Change 2847395 on 2016/01/28 by Mark.Satterthwaite
Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered.
#jira UE-25834
Change 2847419 on 2016/01/28 by Mark.Satterthwaite
Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal.
Change 2848093 on 2016/01/28 by Mark.Satterthwaite
Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state.
Change 2849469 on 2016/01/29 by Mark.Satterthwaite
Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11.
Change 2849820 on 2016/01/29 by Daniel.Lamb
Fixed issue where a single DDC back end would not create a hierarchy.
#codereview Peter.Sauerbrei
Change 2850762 on 2016/02/01 by Jeff.Campeau
System-wide critical section support for Xbox One
Change 2850763 on 2016/02/01 by Jeff.Campeau
Network and product config for Orion
Change 2852459 on 2016/02/02 by Mark.Satterthwaite
Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode.
Change 2853947 on 2016/02/03 by Mark.Satterthwaite
Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required.
Change 2854015 on 2016/02/03 by Mark.Satterthwaite
Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable.
Change 2854142 on 2016/02/03 by Mark.Satterthwaite
Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture.
Change 2854222 on 2016/02/03 by Mark.Satterthwaite
Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948.
Change 2854246 on 2016/02/03 by Mark.Satterthwaite
Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948.
Change 2854279 on 2016/02/03 by Mark.Satterthwaite
Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private.
Change 2855524 on 2016/02/04 by Lee.Clark
PS4 - Fix Grayscale SRGB support
[CL 2898161 by Josh Adams in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2858603 on 2016/02/08 by Tim.Hobson
#jira UE-26550 - checked in new art assets for buttons and symbols
Change 2858665 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2.
Change 2858668 on 2016/02/08 by Matthew.Griffin
Added InfiltratorDemo back into Rocket samples
#jira UEB-591
Change 2858743 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25996 Fixed Import Error in TopDOwn Code
Change 2858776 on 2016/02/08 by Matthew.Griffin
Added UnrealMatch3 to packaged projects
#jira UEB-589
Change 2858900 on 2016/02/08 by Taizyd.Korambayil
#jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression
Change 2858947 on 2016/02/08 by Mike.Beach
Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications).
#jira UE-21098
Change 2858954 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings
Change 2859126 on 2016/02/08 by Max.Chen
Sequencer: Release track editors when destroying sequencer
#jira UE-26423
Change 2859147 on 2016/02/08 by Martin.Wilson
Fix uninitialized variable bug
#jira UE-26606
Change 2859237 on 2016/02/08 by Lauren.Ridge
Bumping Match 3 Version Number for iTunes Connect
#jira UE-26648
Change 2859434 on 2016/02/08 by Chad.Taylor
Handle the quit and focus message pipe from the SteamVR SDK
#jira UEBP-142
Change 2859562 on 2016/02/08 by Chad.Taylor
Mac/Android compile fix
#jira UEBP-142
Change 2859633 on 2016/02/08 by Dan.Oconnor
Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef.
DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required)
Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects.
This is also part of the fix needed for UE-23335, completely fixes UE-26045
This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC.
Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case)
#jira UE-26045
Change 2859640 on 2016/02/08 by Dan.Oconnor
Removed debugging code..
#jira UE-26045
Change 2859668 on 2016/02/08 by Aaron.McLeran
#jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node
- issue was the looping nodes weren't properly reseting all the child wave instances
- also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node
Change 2859688 on 2016/02/08 by Chris.Babcock
Allow external access to runtime modifications to OpenGL shaders
#jira UE-26679
#ue4
Change 2859739 on 2016/02/08 by Chad.Taylor
UE4_Win64_Mono compile fix
#jira UEBP-142
Change 2859962 on 2016/02/09 by Chris.Wood
Passing command line to Crash Report Client without stripping the project name.
[UE-24959] - "Send and Restart" brings up the Project Browser
#jira UE-24959
Reimplement changes from Orion in UE 4.11
Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion)
Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion)
Change 2859966 on 2016/02/09 by Matthew.Griffin
Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac
[CL 2873884 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2845644 on 2016/01/27 by Martin.Wilson
Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again
#Jira OR-13469
#rb Thomas.Sarkanen
#tests in editor tests, bot match.
Change 2845613 on 2016/01/27 by John.Pollard
Latest network profiler binaries
#rb none
#tests run profiler
Change 2845595 on 2016/01/27 by Mieszko.Zielinski
Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4
#rb Lukasz.Furman
#test golden path
Change 2845593 on 2016/01/27 by Jeff.Farris
Added support for setting and choosing filmbacks and lenses for cinematic cameras.
- New CineCameraComponent and CineCameraActor classes
- can define filmback and lens presets via ini file
- details customizations for filmback and lens selection
- added prototype set of filmbacks and lenses (primes and zooms)
- Camera details customization now gracefully handles when CameraSettings category is hidden
- example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap
#rb none
#tests editor
Change 2845585 on 2016/01/27 by Marcus.Wassmer
Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates.
Fixes cert bug about controller disconnect screen staying up permanently
#rb Cody.Haskell
#test Turning off controller, turning on again.
#lockdown Andrew.Grant
Change 2845528 on 2016/01/27 by Max.Chen
Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys.
#jira UE-26084
#tests Add spawnable, +Track->Animation exists
#rb none
Change 2845483 on 2016/01/27 by Andrew.Rodham
Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly
#jria UE-26016
#rb Max.Chen
#tests Tested the viewports
Change 2845421 on 2016/01/27 by Max.Preussner
Sequencer: Implemented go-to feature
#RB max.chen
#TESTS Editor
Change 2845407 on 2016/01/27 by Max.Preussner
Sequencer: Moved SetViewRange() into ISequencer and made it public
#RB max.chen
#TESTS none
Change 2845404 on 2016/01/27 by Andrew.Rodham
Sequencer: Fixed cinematic viewport not updating when dragging transport range
#jira UE-26003
#rb Max.Chen
#tests Scrubbed the timeline
Change 2845396 on 2016/01/27 by David.Nikdel
#OSS #Purchase #Store #PS4
- Minor log cleanup
#RB: none
#TESTS: compiles
Change 2845375 on 2016/01/27 by Max.Chen
Sequencer: Implement cinematic shot track thumbnails.
#jira UE-25125
#tests Rebuild the trailer with the cinematic shot track
#rb none
Change 2845359 on 2016/01/27 by Marcus.Wassmer
Downgrade some checks to ensures.
#rb none
#test ps4
Change 2845347 on 2016/01/27 by Nicholas.Davies
Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team.
#RB Antony.Carter
#TESTS n/a
#codereview Robert.Manuszewski
Change 2845227 on 2016/01/27 by Robert.Manuszewski
Adding flags to create callstack map files when building Arxan protection
#rb none
#tests Built arxan exe
Change 2844871 on 2016/01/26 by Andrew.Grant
Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated)
#rb none
#tests ran editor
[CL 2847722 by Andrew Grant in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2790858 on 2015/12/04 by Ben.Marsh
Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio.
#codereview Wes.Hunt
Change 2792683 on 2015/12/07 by Matthew.Griffin
Removed some usages of RunningRocket() function
Checks for whether engine tools need rebuilding should be ignored in all installed engine builds.
New Intermediate folders should be within project directory and engine's should not be removed when engine installed.
Change 2794194 on 2015/12/08 by Matthew.Griffin
Removed IsRocket function.
Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior.
Change 2801483 on 2015/12/14 by Matthew.Griffin
Removed uses of UnrealBuildTool.RunningRocket()
Mac Tool chain test was down to Engine libraries being pre-compiled
Allow Third Party dependencies in any monolithic target, not just games
All installed engine builds should use shared build environment
Removed test no longer needed now that projects from installed builds have game targets
Include engine source if it exists in any installed build to improve intellisense in VCProjects
Change 2803276 on 2015/12/15 by Matthew.Griffin
Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket()
Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket()
Changed a few usages to IsEngineInstalled where obvious
Change 2814190 on 2016/01/03 by Ben.Marsh
Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point.
Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT.
Change 2822503 on 2016/01/10 by Wes.Hunt
AnalyticsET now uses the Data Router protocol.
* Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs.
* There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning.
* Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values.
* Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly).
Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it.
#jira UE-21755
#lockdown nick.penwarden
[CL 2822983 by Wes Hunt in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2719147 on 2015/10/07 by Mark.Satterthwaite
Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.
Change 2719182 on 2015/10/07 by Mark.Satterthwaite
Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.
Change 2719185 on 2015/10/07 by Mark.Satterthwaite
Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.
Change 2719434 on 2015/10/07 by Mark.Satterthwaite
Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.
Change 2724764 on 2015/10/12 by Josh.Adams
[Initial AppleTV support]
Merging //depot/YakBranch/... to //UE4/Dev-Platform/...
Change 2726266 on 2015/10/13 by Lee.Clark
PS4 - Calc reserve size required for DMA copy when using unsafe command buffers
Change 2726401 on 2015/10/13 by Mark.Satterthwaite
Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
#jira UE-15228
Change 2726421 on 2015/10/13 by Lee.Clark
PS4 - Don't try to clear invalid targets
Change 2727040 on 2015/10/13 by Michael.Trepka
Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72
Change 2729783 on 2015/10/15 by Keith.Judge
Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.
Change 2729847 on 2015/10/15 by Mark.Satterthwaite
Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
#jira UE-21992
Change 2729865 on 2015/10/15 by Keith.Judge
Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.
Change 2729897 on 2015/10/15 by Keith.Judge
Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.
Change 2729972 on 2015/10/15 by Keith.Judge
Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.
This should be marginally quicker as it stops a double call to ClearState().
Change 2731503 on 2015/10/16 by Keith.Judge
Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).
Change 2731596 on 2015/10/16 by Keith.Judge
Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.
Change 2731928 on 2015/10/16 by Michael.Trepka
PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)
Change 2731934 on 2015/10/16 by Michael.Trepka
PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)
Change 2732018 on 2015/10/16 by Mark.Satterthwaite
Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.
Change 2732365 on 2015/10/16 by Josh.Adams
- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)
Change 2733170 on 2015/10/18 by Terence.Burns
Fix for Android IAP query not returning entire inventory.
Change 2733174 on 2015/10/18 by Terence.Burns
Fix Movie player issue where wait for movie to finish isnt being respected.
Seems a stray bUserCanceled event flag was causing this not to be observed.
Added some verbose logging to apple movie player.
Change 2733488 on 2015/10/19 by Mark.Satterthwaite
Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.
Change 2735226 on 2015/10/20 by Mark.Satterthwaite
Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
#jira UE-21214
#jira UE-19913
Change 2736722 on 2015/10/21 by Daniel.Lamb
Improved performance of cooking stats system.
Change 2737172 on 2015/10/21 by Daniel.Lamb
Improved cooking stats performance for ddc stats.
Fallback to 2013 is automatic if 2015 is not installed or a platform SDK is detected that doesn't support the new IDE
Manual override is available via -2013
#platformnotify Josh.Adams
[CL 2709701 by Jeff Campeau in Main branch]