#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3795481 by Nick.Shin
HTML5 - disable SupportsScreenPercentage() - render the full screen
otherwise, this is causing HTML5 screen to only render a portion of the screen and in black...
- there may be another function is that not getting fired off "to render the screen" properly
- this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform
#jira UE-52640 HTML5 only renders a black rectangle in the browser when launched
Change 3807007 by Nick.Shin
HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2)
toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up
#jira UE-51267 WebGL1 fails to compile
Change 3822593 by Nick.Shin
#jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code
Change 3823512 by Nick.Shin
#jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code
Change 3824639 by Nick.Shin
HTML5 - OSX - RunMacHTML5LaunchHelper.command
- more helpful warning messages
#jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error
Change 3829092 by Josh.Adams
- Updated UnrealRemote to 1.4.1
Change 3832708 by Chris.Babcock
Allow UE4Commandline.txt in APK
#jira
#ue4
#android
Change 3835867 by Nick.Shin
HTML5 - code cleanup
origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code)
this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor)
tested with HTML5 builds with QAGame project :: TM-ShaderModels map
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3839967 by Mi.Wang
Override MaxObjectInGame on Android to save ~30M with the ObjectArray size.
#Android
Change 3842022 by Mi.Wang
Fix an AssetRegistry size calculation bug.
Change 3843552 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3844210 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3844874 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3846695 by Nick.Shin
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3847309 by Nick.Shin
HTML5 - (not to) show virtual joystick
- virtual joysticks are not shown by default-- and the mouse not captured
- this now behaves like the win64 client version
#jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen
Change 3847310 by Nick.Shin
HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status()
- seems emscripten might be uninitialized by the time controlers are used...
#jira UE-28513 - Using a controller in HTML5 causes error
Change 3850606 by Nick.Shin
HTML5 - more static warning fix ups
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3850624 by Nick.Shin
HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser
note: using following jira to track progress:
#jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome
Change 3855610 by Sorin.Gradinaru
UE-49173 Progress bar causes black screen on iOS
#iOS
#4.20
#jira UE-49173
The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1.
As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem.
The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint.
The solution is to disable the scissor
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
in FSlateRHIRenderingPolicy::DrawElements after the batch rendering
Change 3855652 by Sorin.Gradinaru
iOS 3D browser
UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS
#jira UE-53248
#iOS
#4.20
Uses the same WebTexture from the WebBrowser plugin as the Android version.
+ Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html
Change 3856174 by Nick.Shin
HTML5 - python forking will still error while trying to terminate already terminated processes
- added same "WindowsError code 5" handler found in subprocess.py
#jira UE-51618 HTML5 fails to build, [Error 5] Access is denied
Change 3863322 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
Change 3878088 by Nick.Shin
UEMOB-425 superceeds this jira
#jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed
Change 3884560 by Jack.Porter
Fix logspam in FAVMoviePlayer
#jira UE-54760
Change 3886533 by Mi.Wang
Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread.
Change 3889081 by Sorin.Gradinaru
UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked.
#Android
#4.20
#jira UE-54490
Call ForceCompletion for the intial movie player on onPause.
Call App Restart on Resume.
Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity.
This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause.
I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key).
Change 3890320 by Chris.Babcock
Fix initializer ordering
#jira UE-55189
#ue4
Change 3958226 by Nick.Shin
HTML5 disable memory poison tests
and fix a bug during Realloc() // for Linux... and in turn for HTML5
#jria none
Change 3958250 by Nick.Shin
HTML5 - FText::FormatStr - skip if multi-threading not supported
#jira none
Change 3968328 by Nick.Shin
HTML5 CORS fixes
still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April)
note: the following are all related:
+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
+ UE-22285 - Session events are not generated for HTML5
+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing
#jira UE-19330
Change 3971405 by Nick.Shin
HTML5 suppress double printing to console.log
#jira none
Change 3978767 by Nick.Shin
HTML5 CORS fixes
note: the following are all related:
+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
+ UE-22285 - Session events are not generated for HTML5
+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing
tested (against datarouter.ol.epicgames.com fixes) and found to be functional
#jira UE-22285
Change 3981103 by Nick.Shin
HTML5 - num pad keys crashes project
match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp
also fix a HUD crash...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3983424 by Sorin.Gradinaru
UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet
#jira UE-57107
#Android
#4.20
The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times).
Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D
Change 3985248 by Nick.Shin
HTML5 game window size
add project setting drop down box to select canvas scaling mode
#jira UE-46555 HTML5 game window does not scale with browser size
Change 3986190 by Sorin.Gradinaru
UE-56076 Android Launch On "Running..." toast intermittently doesn't appear
#jira UE-56076
#Android
#4.10
When cancelling Launch on Device, always call CancelContinuations for the current task
Change 3986412 by Nick.Shin
CIS error fix
#jira none
Change 3987007 by Nick.Shin
HTML5 fullscreen size fix
- when using FIXED scale mode initially, there's some strange padding margins
- but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work...
#jira UE-46555 HTML5 game window does not scale with browser size
Change 3988408 by Nick.Shin
HTML5 call EndSession() onbeforeunload()
? should PreExit() be called instead?
#jira UE-57207 Session End event is not generated for HTML5
Change 3991828 by Nick.Shin
HTML5 shipping build crash
some FVector2D needs ContainsNaN() checks
#jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser
Change 3992884 by Nick.Shin
HTML5 call EndSession() onbeforeunload() code cleanup
#jira UE-57207 Session End event is not generated for HTML5
Change 3992887 by Nick.Shin
datarouter: Session events code cleanup
#jira UE-22285 - Session events are not generated for HTML5
Change 4002603 by Sorin.Gradinaru
UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open
#jira UE-56177
#Android
#iOS
#4.10
Using the device discovery to signal when the running device gets disconnected
Change 4007162 by Dmitriy.Dyomin
Merging using Dev-Mobile->FortMain
Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis)
#jira none
Change 4012196 by Sorin.Gradinaru
UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4.
#jira UE-57120
#Android
#4.20
Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added.
The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene).
Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap).
Change 4013034 by Sorin.Gradinaru
UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession
#jira UE-55427
#iOS
#4.20
Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish()
Renamed InitialMovie to StartupMovie, including the methods related to the Android platform.
Change 4015449 by Sorin.Gradinaru
UE-38306 "Running xxx on yyy" panel Cancel button should terminate app
#jira UE-38306
#Android
#4.10
Run on device: Pressing Cancel on the "Running..." message should stop the application, if running
Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>"
Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration.
AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats.
Change 4016057 by Sorin.Gradinaru
UE-57845 GitHub 4666 : Pull request clipboard on android
#jira UE-57845
#4.20
#Android
#4666https://github.com/EpicGames/UnrealEngine/pull/4666
Implemented Clipboard function on Android.
Change 4020229 by Sorin.Gradinaru
UE-57845 GitHub 4666 : Pull request clipboard on android
#jira UE-57845
#Android
#4.20
GameActivity.java: moving the methods related to clipboard above the native public declarations
Change 4021188 by Sorin.Gradinaru
UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl
#jira UE-57876
#iOS
#4.30
In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters.
Also fixed a compilation error (!) when enabling The Location Services plugin on iOS
Change 4024839 by Sorin.Gradinaru
UE-38306 "Running xxx on yyy" panel Cancel button should terminate app
#jira UE-38306
#Android
#4.10
Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors
Change 4024962 by Cosmin.Sulea
UE-56294 - Packaging step fails when packaging project for distribution
#jira UE-56294
Change 4026122 by Sorin.Gradinaru
UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times
#jira UE-57149
#Android
#4.20
jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj)
The bug can probably be reproduced by using a MediaPlayer.
Change 4038185 by Nick.Shin
HTML5 - merge error fix
MallocAnsi.cpp was stomped on
#jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size'
Change 4039521 by Dmitriy.Dyomin
Export WorldBrowser API so plugin makers can use it
#jira UE-57323
Change 4039523 by Dmitriy.Dyomin
Exposed MobilePatchingLibrary API
#jira UE-55941
Change 4039526 by Dmitriy.Dyomin
Fixed: Hierarchy filtering does not work in world composition
#jira UE-57900
Change 4039529 by Dmitriy.Dyomin
Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357)
#jira UE-53618
#4357
Change 4039874 by Sorin.Gradinaru
UEMOB-436 Support "All Android" Launch On and Project Launcher options
The main change is in the DeviceProxy class.
A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID.
The "All devices" proxy is updated automatically by the device discovery thread.
The change was necessary because the list in the Project Launcher is using the device proxy list.
#jira UEMOB-436
#Android
#UE4
#4.19
Change 4041446 by John.Mauney
Fix that Chris B made locally on my machine
#jira UE-58420
Change 4041791 by Jack.Porter
Fix CIS incremental UE4Editor Win64
#jira 0
[CL 4047603 by Jack Porter in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
1cb836d43c
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
dc2b26f452 (commitcomment-21454978)
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
This allows the build to be uploaded Amazon S3 during packaging. the game http link can directly shared with other people. This does not depend on AMZ SDK and only uses REST API.
[CL 2611867 by Ankit Khare in Main branch]
UPLAT-685 (Remove Virtual File System to reduce run-time memory overhead and allow for larger worlds in HTML5)
#codereview josh.adams, james.moran
[CL 2505577 by Ankit Khare in Main branch]