Commit Graph

52 Commits

Author SHA1 Message Date
Dan Oconnor
eaf882587b Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2967759)
#lockdown Nick.Penwarden

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

Change 2919729 on 2016/03/23 by Ben.Cosh

	Support for macros in the profiler
	#UEBP-177 - Macro instance handling
	#Proj Kismet, BlueprintProfiler

	- Adds support for timings inside macro calls
	- Extends the tunnel graph support to handle multiple entry/exit sites

Change 2938064 on 2016/04/08 by Phillip.Kavan

	[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.

	change summary:
	- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
	- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
	- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
	- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
	- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.

Change 2938088 on 2016/04/08 by Mike.Beach

	Making bytecode produced by latent action nodes deterministic.

Change 2938101 on 2016/04/08 by Mike.Beach

	Fixing a bug where the compile summary was not being reported because another compiler log was lingering - making it so the MathExpression node compiler log is not initialized with intent to report its own summary (it gets folded into the primary log).

Change 2938121 on 2016/04/08 by Phillip.Kavan

	Remove a few redundant MBASM calls on variable type change.

Change 2940295 on 2016/04/11 by Dan.Oconnor

	We now 'tag subobjects' of a blueprint even if it's part of the rootset, this means we correctly detect references to the BPGC in FPendingDelete::CheckForReferences(). Original rootset check dates to 2012 and I can find no justification for it currently.
	#jira UE-29216

Change 2943227 on 2016/04/13 by Dan.Oconnor

	Fixed improper detection of functions from interfaces that themselves inherit from some other interface
	#jira UE-29440

Change 2944270 on 2016/04/14 by Phillip.Kavan

	[UEBP-176] First pass at BP graph node heat map visualization while profiling.

	change summary:
	- added an "indicator overlay" to graph node widget layouts
	- added a heat mode "mode" selector widget to the BP profiler view panel
	- extended IBlueprintProfilerInterface to include APIs for accessing current heat map mode state
	- added FScriptNodePerfData::GetBlueprintPerfDataForAllTracePaths() (tentative - may need revisiting)
	- added SGraphNode::GetNodeIndicatorOverlayColor() and GetNodeIndicatorOverlayVisibility() delegates
	- added BP-specific delegate overrides to SGraphNodeK2Base; extended to include both compact and variable nodes

Change 2946932 on 2016/04/18 by Mike.Beach

	Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).

	#jira UE-26998

Change 2949968 on 2016/04/20 by Dan.Oconnor

	Array access out of bounds by value is a warning again, added ability to elevate individual warnings on a per project basis (or supress them)
	#jira UE-28971

Change 2950113 on 2016/04/20 by Dan.Oconnor

	Removed GBlueprintCompileTime, it was not accurate. Printing BlueprintCompileAndLoadTimerData.GetTime() at start instead

Change 2951086 on 2016/04/21 by Ben.Cosh

	This change addresses the edge case in the blueprint profiler that caused stats to fail when tunnel nodes were linked through to other tunnel nodes.
	#jira UE-28750 - Crash compiling a Blueprint that contains a For Loop with profiler active
	#Proj Kismet, BlueprintProfiler

Change 2951336 on 2016/04/21 by Ben.Cosh

	This change enables blueprint breakpoints during instrumented conditions.
	#jira UEBP-178 - Fix breakpoints under profiling conditions
	#Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler

Change 2951406 on 2016/04/21 by Ben.Cosh

	Fix for blueprint profiler stats for the top level blueprint stat entry not updating correctly.
	#Proj Kismet

Change 2951832 on 2016/04/21 by Ben.Cosh

	Fix for certain blueprint profiler stats not being updated and collected at the blueprint container level due to incorrect tracepaths.
	#Proj Kismet

	#info This should fix the node heatmaps as a side effect.

	#Codereview Phillip.Kavan

Change 2956696 on 2016/04/26 by Dan.Oconnor

	Tweak fix for macros being BS_Dirty after loading. The current fix had the side effect of not recompiling clients of the macro after making a change to the macro and entering PIE
	#jira UE-29495

Change 2957564 on 2016/04/27 by Maciej.Mroz

	Various fixes related to nativized enums.

	#jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true

Change 2961626 on 2016/04/29 by Mike.Beach

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

Change 2962747 on 2016/05/02 by Maciej.Mroz

	#jira UE-30123 Cannot use abilities in nativized Orion build

	GameplayAbility handles BPGC and DynamicClass the same way.
	C++ backend do not assumes that some literal objects are UserDefinesEnum/UserDefinedStruct/BlueprintGeneratedClass.

Change 2965679 on 2016/05/04 by Maciej.Mroz

	Increased stack size (384k) of threads spawned by Task Graph.
	(Temporary?) fix for stack overflow, when amination in Orion are evaluated.

Change 2965758 on 2016/05/04 by Maciej.Mroz

	#jira UE-30300 "ReturnToBase" ability does not work in nativized Orion.
	Fixed CDO creation in async loaded Dynamic Class.
	Fixed too restrict cast assertions.

Change 2966543 on 2016/05/04 by Maciej.Mroz

	#jira UE-30235 Mac QAGame fails to package with nativization
	#jira UE-30282 Match3 nativized android package fails to build

Change 2966839 on 2016/05/04 by Dan.Oconnor

	Typo IMPLEMENT_MODULE creates weird linking error, also may need entry in Target.cs to get BlueprintRuntime to build. Copying that pattern from ___LoadingScreen modules
	#jira UE-30333

Change 2967347 on 2016/05/05 by Maciej.Mroz

	#jira UE-30196 Unable to package a copy of project with Nativize Blueprints enabled

	CommandUtils.GetDirectoryName should not be used with directory path (but only with file path), because it cannot handle paths like "e:\My11Project 4.13" (containing '.'). It seems useless with directory path anyway.

[CL 2968184 by Dan Oconnor in Main branch]
2016-05-05 18:28:40 -04:00
Matthew Griffin
27ea06992a Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747)
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

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

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

	#jira UEPLAT-325

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

	#jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer

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

	#Jira UE-26550

	Adding name to credits of Match 3

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

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

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

	Updating Qa_Materials map
	#jira UE-24473

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

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

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

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

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

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

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

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

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

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

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

	Fix CrossCompilerTool on Linux (UE-28056).

	#jira UE-28056

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

	Fix CrossCompilerTool invocation in debug scripts.

	#jira UE-28056

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

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

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

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

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

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

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

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

	building Lighting for QA-Materials
	#jira UE-24473

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

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

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

	Updating Qa-Materials map
	#Jira UE-24473

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

	Updating TM-LPV map
	#Jira UE-24473

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

	#jira UE-27995 UE-27987

	Final UM3 UI Tweaks, + bug fix

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

[CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Andrew Grant
69f9d6f648 Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630)
#lockdown Nick.Penwarden

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

Change 2831624 on 2016/01/17 by Marcus.Wassmer

	Merge disable of FCachedReadPlatformData on PS4.  Reduces memory spikes. 2830986
	#rb none
	#test none
	#codereview Michael.Noland,James.Golding

Change 2831402 on 2016/01/17 by Marcus.Wassmer

	HLOD priority and streamout changes.
	Give texture pool an extra 200MB which we can afford thanks to James/Michael
	#rb Chris.Gagnon
	#test run agora, notice nice textures.
	#lockdown Andrew.Grant

Change 2831398 on 2016/01/17 by Marcus.Wassmer

	Fix 3 logic bugs with Relocate
	#rb chris.gagnon
	#test run game, look for corruption.
	#lockdown Andrew.Grant

Change 2831372 on 2016/01/16 by Marcus.Wassmer

	Update param.sfo's and lockdown version in prep for good PS4 playtest build.
	#rb none
	#test build from last night...
	#lockdown Andrew.Grant

Change 2831274 on 2016/01/16 by Graeme.Thornton

	Disable platform file cache wrapper on PS4

	#codereview James.Golding
	#rb none
	#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)

Change 2831237 on 2016/01/16 by Sammy.James

	Fix PS4 compile error

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt

	Fix possible invalid access to shared  movie player resource across threads causing startup crash.

	#codereview marcus.wassmer
	#rb none, #tests initial load

Change 2831218 on 2016/01/16 by Marcus.Wassmer

	Fix bad warning case.
	#codereview Martin.Mittring
	#rb none
	#test none

Change 2831201 on 2016/01/16 by Andrew.Grant

	Added extra info about referencer to missing asset reference message
	#rb none
	#tests cooked, ran editor

Change 2831183 on 2016/01/16 by David.Nikdel

	#OSS #PS4 #Purchasing #StoreV2
	- Force failure if we have no receipts after a "successful" checkout.
	- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
	- Convert productIds to skuIds at checkout time
	- Added PS4 Implementation of IOnlineStoreV2
	- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
	- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
	#RB: Paul.Moore
	#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC

Change 2831129 on 2016/01/16 by David.Nikdel

	#MCP
	- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
	#RB: none
	#TESTS: frontend

Change 2830986 on 2016/01/15 by Michael.Noland

	PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
	#rb marcus.wassmer
	#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
	#lockdown andrew.grant

Change 2830943 on 2016/01/15 by Max.Chen

	Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.

	#tests Master sequence trailer plays without crashing
	#rb none

Change 2830912 on 2016/01/15 by Michael.Noland

	Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
	#rb mieszko.zielinski
	#tests Tested printing the value out
	#codereview martin.mittring

Change 2830910 on 2016/01/15 by Michael.Noland

	Rendering: Improved GPU driver detection logic to handle more cases
	#codereview martin.mittring
	#rb mieszko.zielinski
	#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder

Change 2830776 on 2016/01/15 by Martin.Mittring

	from Dev-Rendering
	added ensure to track down multiple issues like
	OR-11771 CRASH: User Crashed when pressing the Play button
	OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
	#rb:Gil.Gribb
	#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
unrealbot
1f4837f80f Branch snapshot for CL 2835500
[CL 2835500 in Main branch]
2016-01-20 21:35:26 -05:00
Andrew Grant
b7629531e5 Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630)
#lockdown Nick.Penwarden

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

Change 2831624 on 2016/01/17 by Marcus.Wassmer

	Merge disable of FCachedReadPlatformData on PS4.  Reduces memory spikes. 2830986
	#rb none
	#test none
	#codereview Michael.Noland,James.Golding

Change 2831402 on 2016/01/17 by Marcus.Wassmer

	HLOD priority and streamout changes.
	Give texture pool an extra 200MB which we can afford thanks to James/Michael
	#rb Chris.Gagnon
	#test run agora, notice nice textures.
	#lockdown Andrew.Grant

Change 2831398 on 2016/01/17 by Marcus.Wassmer

	Fix 3 logic bugs with Relocate
	#rb chris.gagnon
	#test run game, look for corruption.
	#lockdown Andrew.Grant

Change 2831372 on 2016/01/16 by Marcus.Wassmer

	Update param.sfo's and lockdown version in prep for good PS4 playtest build.
	#rb none
	#test build from last night...
	#lockdown Andrew.Grant

Change 2831274 on 2016/01/16 by Graeme.Thornton

	Disable platform file cache wrapper on PS4

	#codereview James.Golding
	#rb none
	#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)

Change 2831237 on 2016/01/16 by Sammy.James

	Fix PS4 compile error

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt

	Fix possible invalid access to shared  movie player resource across threads causing startup crash.

	#codereview marcus.wassmer
	#rb none, #tests initial load

Change 2831218 on 2016/01/16 by Marcus.Wassmer

	Fix bad warning case.
	#codereview Martin.Mittring
	#rb none
	#test none

Change 2831201 on 2016/01/16 by Andrew.Grant

	Added extra info about referencer to missing asset reference message
	#rb none
	#tests cooked, ran editor

Change 2831183 on 2016/01/16 by David.Nikdel

	#OSS #PS4 #Purchasing #StoreV2
	- Force failure if we have no receipts after a "successful" checkout.
	- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
	- Convert productIds to skuIds at checkout time
	- Added PS4 Implementation of IOnlineStoreV2
	- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
	- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
	#RB: Paul.Moore
	#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC

Change 2831129 on 2016/01/16 by David.Nikdel

	#MCP
	- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
	#RB: none
	#TESTS: frontend

Change 2830986 on 2016/01/15 by Michael.Noland

	PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
	#rb marcus.wassmer
	#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
	#lockdown andrew.grant

Change 2830943 on 2016/01/15 by Max.Chen

	Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.

	#tests Master sequence trailer plays without crashing
	#rb none

Change 2830912 on 2016/01/15 by Michael.Noland

	Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
	#rb mieszko.zielinski
	#tests Tested printing the value out
	#codereview martin.mittring

Change 2830910 on 2016/01/15 by Michael.Noland

	Rendering: Improved GPU driver detection logic to handle more cases
	#codereview martin.mittring
	#rb mieszko.zielinski
	#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder

Change 2830776 on 2016/01/15 by Martin.Mittring

	from Dev-Rendering
	added ensure to track down multiple issues like
	OR-11771 CRASH: User Crashed when pressing the Play button
	OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
	#rb:Gil.Gribb
	#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
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
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	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 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -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
Mike Beach
ac76fbc5e3 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2781504 on 2015/11/25 by Mike.Beach

	Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers.

	#jira UE-23371
	#codereview Dan.OConnor

Change 2781513 on 2015/11/25 by Michael.Schoell

	Find-in-Blueprints optimized gathering.

	Size of data has shrunk in the Asset Registry by up to one fifth the old size!

	Performance moderately improved.

	Load and save times of Blueprints increased, less redundant gathering of searchable data.

	#jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data

Change 2781517 on 2015/11/25 by Michael.Schoell

	Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure.

	#jira UE-23136 - Remove Item Node Removes All Objects in an Array

Change 2781804 on 2015/11/26 by Maciej.Mroz

	Changed ConformImplementedEvents.

	#jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking

	#codereview Phillip.Kavan, Mike.Beach

Change 2781821 on 2015/11/26 by Ben.Cosh

	This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls.
	#UEBP-66 - Blueprint debug keymappings
	#UE-16817 - Add step-in, step-over, and run until here functions for breakpoints
	#UE-12481 - The F10 key doesn't work for stepping blueprint debugging
	#Branch UE4
	#Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate

	reviewedby chris.wood

Change 2781861 on 2015/11/26 by Maciej.Mroz

	UE-23626 Converted tower defense game - you cannot click to place towers

	CodeGenerator generates overriden exported names for events and functions.

	#codereview Dan.Oconnor, Steve.Robb

Change 2782798 on 2015/11/30 by Maciej.Mroz

	BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter).

	#jira UE-23862 Pawns in TowerDefenseGame don't move in converted build

	#codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor

Change 2782881 on 2015/11/30 by Michael.Schoell

	Fixed ensure when promoting function graphs from interfaces during interface removal.

	#jira UE-23717 - Ensure removing an implemented interface when transfering functions

Change 2783041 on 2015/11/30 by Maciej.Mroz

	BP C++ conversion: All variables from Event Graph are listed as class properties.

	#jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window

	#codereview Mike.Beach, Dan.Oconnor

Change 2783080 on 2015/11/30 by Michael.Schoell

	Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error.

	Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected.

	All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed.

	Duplicating graphs will correct names of objects in child Blueprints.

	Function overrides of interfaces expected as an event can be deleted.

	Duplicating graphs while in PIE is no longer possible.

	When removing an interface, the operation can now be canceled.

	#jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp

Change 2783338 on 2015/11/30 by Michael.Schoell

	New output pins on function result nodes will properly fill out with valid default values.

	All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint.

	#jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function

Change 2783742 on 2015/11/30 by Phillip.Kavan

	[UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load.

	change summary:
	- modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects

Change 2784652 on 2015/12/01 by Ben.Cosh

	Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor.
	#UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip.
	#Branch UE4
	#Proj Kismet

	#CodeReview Chris.Wood

Change 2784834 on 2015/12/01 by Michael.Schoell

	Added functions to convert from string to: Vector, Vector2D, Rotator, Color.

	#jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama
	PR #1795
2015-12-16 17:17:43 -05:00
Mike Beach
134cb04d27 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden

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

Change 2716841 on 2015/10/05 by Mike.Beach

	(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).

	#codereview Maciej.Mroz

Change 2719089 on 2015/10/07 by Maciej.Mroz

	ToValidCPPIdentifierChars handles propertly '?' char.

	#codereview Dan.Oconnor

Change 2719361 on 2015/10/07 by Maciej.Mroz

	Generated native code for AnimBPGC - some preliminary changes.

	Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
	Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"

	The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.

	#codereview Lina.Halper, Thomas.Sarkanen

Change 2719383 on 2015/10/07 by Maciej.Mroz

	Debug-only code removed

Change 2720528 on 2015/10/07 by Dan.Oconnor

	Fix for determinsitc cooking of async tasks and load asset nodes
	#codereview Mike.Beach, Maciej.Mroz

Change 2721273 on 2015/10/08 by Maciej.Mroz

	Blueprint Compiler Cpp Backend
	- Anim Blueprints can be converted
	- Various fixes/improvements

Change 2721310 on 2015/10/08 by Maciej.Mroz

	refactor (cl#2719361) - no "auto" keyword

Change 2721727 on 2015/10/08 by Mike.Beach

	(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.

	    - Refactored the conversion manifest (using a map over an array)
	    - Centralized destination paths into a helper struct (for the manifest)
	    - Generating an Editor module that automatically hooks into the cook process when enabled
	    - Loading and applying native replacments for the cook

Change 2723276 on 2015/10/09 by Michael.Schoell

	Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.

	#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
	#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736

Change 2724345 on 2015/10/11 by Ben.Cosh

	Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
	#UEBP-21 - Profiling data capture and storage
	#UEBP-13 - Performance capture landing page
	#Branch UE4
	#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine

Change 2724613 on 2015/10/12 by Ben.Cosh

	Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
	#Branch UE4
	#Proj BlueprintProfiler

	#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.

Change 2724723 on 2015/10/12 by Maciej.Mroz

	Constructor of a dynamic class creates CDO.

	#codereview Robert.Manuszewski

Change 2725108 on 2015/10/12 by Mike.Beach

	[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.

Change 2726358 on 2015/10/13 by Maciej.Mroz

	UDataTable is properly saved even if its RowStruct is null.

	https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html

Change 2727395 on 2015/10/13 by Mike.Beach

	(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
	    * Using stubs for replacements (rather than loading dynamic replacement).
	    * Giving the cook commandlet more control (so a conversion could be ran directly).
	    * Now logging replacements by old object path (to account for UPackage replacement queries).
	    * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).

	#codereview Maciej.Mroz

Change 2727484 on 2015/10/13 by Mike.Beach

	[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.

Change 2727527 on 2015/10/13 by Mike.Beach

	Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.

Change 2727702 on 2015/10/13 by Dan.Oconnor

	Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)

Change 2727968 on 2015/10/14 by Maciej.Mroz

	Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in  ConstructorHelpers::FClassFinder from being obsolete.
	FindOrLoadClass behaves now like FindOrLoadObject.

	#codereview Robert.Manuszewski, Nick.Whiting

Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Andrew Grant
48b2d10189 Copying from //UE4/Orion-Staging (originated from //Orion/Main @ CL-2766367)
#lockdown Nick.Penwarden

[CL 2770161 by Andrew Grant in Main branch]
2015-11-17 14:50:21 -05:00
Nick Penwarden
9fceac26dd Copying //UE4/Orion-Staging to Dev-Main (//UE4/Dev-Main)
Orion changes originate from CL 2763274

#lockdown ben.marsh

[CL 2764342 by Nick Penwarden in Main branch]
2015-11-12 12:38:50 -05:00
Daniel Lamb
15dd763777 Stopped log output of exception because our log parser on build machines thinks that it's an error even though it's handled.
[CL 2740608 by Daniel Lamb in Main branch]
2015-10-23 16:57:58 -04:00
Daniel Lamb
ce502c701f Fixed issue with diffcooked build failing compare of file and crashing in orion.
[CL 2736735 by Daniel Lamb in Main branch]
2015-10-21 12:03:38 -04:00
Marc Audy
02cba58cb2 Merge build fixes back from //UE4/Main to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2720261 by Marc Audy in Main branch]
2015-10-07 17:46:58 -04:00
Marc Audy
e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00
Mike Beach
17390cc045 (WIP) Cleaning up UAT so that it will properly utilizes the Blueprint generated plugin, both for UBT and cook.
#codereview Ben.Marsh, Peter.Sauerbrei

[CL 2714714 by Mike Beach in Main branch]
2015-10-02 12:55:29 -04:00
Mike Beach
8421491220 (WIP) Integrating the Blueprint conversion process into UAT and UBT.
#codereview Ben.Marsh, Peter.Sauerbrei

[CL 2709977 by Mike Beach in Main branch]
2015-09-29 15:29:44 -04:00
Ben Marsh
57097692aa Change deployment context and project params to use file references rather than raw paths.
[CL 2707182 by Ben Marsh in Main branch]
2015-09-26 14:41:15 -04:00
Peter Sauerbrei
5e0ec6c322 UE-20341 - fixed issues with needing to cook server when cooking client
[CL 2669593 by Peter Sauerbrei in Main branch]
2015-08-26 14:17:28 -04:00
Peter Sauerbrei
f0b94ddbec properly utilize the same editor as running in for cooking
UE-20061

[CL 2666816 by Peter Sauerbrei in Main branch]
2015-08-24 17:43:34 -04:00
Peter Sauerbrei
34146c450d refactored Log to LogLog and LogConsole to Log
#uat

[CL 2662556 by Peter Sauerbrei in Main branch]
2015-08-20 09:37:11 -04:00
Ben Marsh
47c58ec57c Rename the ErrorCodes enum to ExitCode, and ErrorCodes.Error_Success to ExitCode.Success.
[CL 2662478 by Ben Marsh in Main branch]
2015-08-20 08:38:09 -04:00
Daniel Lamb
6bde4efe64 Changed the directory which failed diffed content is saved to.
[CL 2659998 by Daniel Lamb in Main branch]
2015-08-18 16:58:49 -04:00
Daniel Lamb
0b97633583 Enabled diffing cooked builds for orion to help find deterministic cook issues.
[CL 2659995 by Daniel Lamb in Main branch]
2015-08-18 16:56:56 -04:00