Commit Graph

58 Commits

Author SHA1 Message Date
Gil Gribb 07eea7c4b8 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470)
#lockdown nick.penwarden

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

Change 2943963 on 2016/04/14 by Daniel.Wright

	Shader compile errors are unsuppressed

Change 2943978 on 2016/04/14 by Gil.Gribb

	UE4 - First pass at async loading improvements....mostly disabled.

Change 2944021 on 2016/04/14 by Martin.Mittring

	fixed HLSL compiler warning

Change 2944031 on 2016/04/14 by Martin.Mittring

	fixed ensures, wrapped some members behind get accessor functions

Change 2944086 on 2016/04/14 by Martin.Mittring

	cleanup: removed not needed code

Change 2944177 on 2016/04/14 by Daniel.Wright

	Clamp on FarShadowCascadeCount, prevents crashing from huge values

Change 2944182 on 2016/04/14 by Martin.Mittring

	removed not needed code

Change 2944250 on 2016/04/14 by Rolando.Caloca

	DR - vk - Minor fixes

Change 2944286 on 2016/04/14 by Daniel.Wright

	Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
	Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
	Added bShowPreviewPlane to planar reflection actors
	The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes

Change 2944288 on 2016/04/14 by Daniel.Wright

	Fixed refraction with a world space normal

Change 2944291 on 2016/04/14 by Daniel.Wright

	Panner nodes have an optional speed input

Change 2944346 on 2016/04/14 by Rolando.Caloca

	DR - Fix Vulkan shader platform on Android
	- Added more info on checks()

Change 2945007 on 2016/04/15 by Gil.Gribb

	Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2945348 on 2016/04/15 by Daniel.Wright

	Fixed compile error

Change 2945358 on 2016/04/15 by Olaf.Piesche

	#jira UE-29241

	Sequential particle selection code was all sorts of weird. Rewrote and simplified.

Change 2945941 on 2016/04/15 by Martin.Mittring

	added r.DisplayInternals to debug determinism for screen shot comparison

Change 2945999 on 2016/04/15 by Martin.Mittring

	improved r.DisplayInternal output

Change 2946023 on 2016/04/15 by Olaf.Piesche

	Adding missing call to Super::PostEditChangeProperty; UDN 286717

Change 2947155 on 2016/04/18 by Martin.Mittring

	started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
	#test:PC

Change 2947207 on 2016/04/18 by Martin.Mittring

	fixed engine compiling in shipping/test
	#code_review:Uriel.Doyan

Change 2947212 on 2016/04/18 by Uriel.Doyon

	Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
	#jira UE-29317

Change 2947374 on 2016/04/18 by Uriel.Doyon

	Fixed support for resolution scale for the PostProcessVisualizeComplexity
	#jira UE-29473

Change 2947903 on 2016/04/19 by Gil.Gribb

	Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2948019 on 2016/04/19 by Rolando.Caloca

	DR - Allow vk format as a target format for win

Change 2948162 on 2016/04/19 by Simon.Tovey

	Fix for crash with Collision visualization.

Change 2948419 on 2016/04/19 by Martin.Mittring

	fixed sort priority of translucent rendering (caused by recent checkin)

Change 2948433 on 2016/04/19 by Martin.Mittring

	fixed memory handling of FRendererViewExtension

Change 2948631 on 2016/04/19 by Martin.Mittring

	fixed compile error on Mac

Change 2948832 on 2016/04/19 by Martin.Mittring

	fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)

Change 2949013 on 2016/04/19 by Martin.Mittring

	refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
	this is useful for MeshDecals
	#test:PC, parallel on and off

Change 2949620 on 2016/04/20 by Martin.Mittring

	fixed compiler warning

Change 2949639 on 2016/04/20 by Uriel.Doyon

	Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader

Change 2949721 on 2016/04/20 by Chris.Bunner

	Avoid creating additional inline code fragment casting matching uniform types.
	#jira UE-29089

Change 2949722 on 2016/04/20 by Chris.Bunner

	Prevent nullptr crash and added additional logging.
	#jira UE-28387

Change 2949913 on 2016/04/20 by Martin.Mittring

	marked ccommand as cheat

Change 2950064 on 2016/04/20 by Martin.Mittring

	added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background

Change 2950065 on 2016/04/20 by Martin.Mittring

	nicer debug printout

Change 2950201 on 2016/04/20 by Martin.Mittring

	fixed UE-29752 Console commands input with " = " should display an error message

Change 2950531 on 2016/04/20 by Martin.Mittring

	fixed comment

Change 2951737 on 2016/04/21 by HaarmPieter.Duiker

	Adds support forHDR displays using Dolby PQ output

Change 2951869 on 2016/04/21 by Martin.Mittring

	polish r.DisplayInternal

Change 2951950 on 2016/04/21 by HaarmPieter.Duiker

	Reordered variable definition to address build warning

Change 2951996 on 2016/04/21 by Martin.Mittring

	fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
	changed directory order
	to run locally it currently requires "r.ScreenshotDelegate=0"
	#code_review:Ben.Salem, Michael.Noland

Change 2952146 on 2016/04/21 by Olaf.Piesche

	make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures

Change 2952230 on 2016/04/21 by Martin.Mittring

	* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
	* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
	#code_review:Daniel.Wright

Change 2953173 on 2016/04/22 by Olaf.Piesche

	Adding UI for easilly browsing and switching in a folder full of stats dumps

Change 2953213 on 2016/04/22 by Olaf.Piesche

	Renaming a stat to be more descriptive

Change 2953393 on 2016/04/22 by Zabir.Hoque

	Get DX12 running again:
	  - Port Shader Resource Table change
	  - Line up VS outputs and ps inputs
	  - Fix incorrectly defining a static global in a .h

Change 2953453 on 2016/04/22 by Martin.Mittring

	polished r.DisplayInternal

Change 2954618 on 2016/04/25 by Zabir.Hoque

	2 Fixes:
	  - GLSL does not understand "unsigned int", converted to "uint"
	  - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction.

Change 2955369 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Fix some memory leaks in the frontend

Change 2955403 on 2016/04/25 by Uriel.Doyon

	Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux.
	Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4
	#jira UE-28840

Change 2955419 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Reenabled support for static global variables being not const

Change 2955432 on 2016/04/25 by Zabir.Hoque

	Fix build break from not undef'ing LOCTEXT_NAMESPACE

Change 2955459 on 2016/04/25 by Zabir.Hoque

	TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.

Change 2956292 on 2016/04/26 by Zabir.Hoque

	Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output).

	#CodeReview: Jack.Porter, Allan.Bentham

Change 2956662 on 2016/04/26 by Chris.Bunner

	Temporary fix for new Tonemapper issues.
	#jira UE-29935

Change 2957614 on 2016/04/27 by Marcus.Wassmer

	Fix PS4 shader compiler errors.

Change 2958468 on 2016/04/27 by Rolando.Caloca

	DR - Fix hlslcc validation issue
	- Show error on SCW if shader format not found when running with -directcompile
	#jira UE-29982

Change 2959105 on 2016/04/28 by Rolando.Caloca

	DR - Rebuilt hlslcc for Mac

Change 2959891 on 2016/04/28 by Daniel.Wright

	Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields

Change 2959895 on 2016/04/28 by Daniel.Wright

	Work around build machine string matching heuristics that will cause a cook to fail

Change 2959902 on 2016/04/28 by Daniel.Wright

	Added LowerHemisphereSolidColor to sky lights

Change 2959930 on 2016/04/28 by Daniel.Wright

	Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles

Change 2959933 on 2016/04/28 by Daniel.Wright

	Substring matching for console command suggestions
	* Only implemented in the editor, game uses UConsole which needs an entirely different implementation
	* Not sorting starting matches first, although that is desired

Change 2959942 on 2016/04/28 by Daniel.Wright

	Gracefully handle when input string doesn't match search results

Change 2960743 on 2016/04/29 by Gil.Gribb

	UE4 - UAT - Add map name to editortest command line.

Change 2960940 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960955 on 2016/04/29 by Gil.Gribb

	UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled).

Change 2960961 on 2016/04/29 by Chris.Bunner

	Potential material translator Lerp node pre-computations/optimizations.
	#jira OR-20138

Change 2961087 on 2016/04/29 by Gil.Gribb

	Fixed compile error in preflight relating to load time test rig

Change 2962565 on 2016/05/02 by Gil.Gribb

	Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2965058 on 2016/05/03 by Chris.Bunner

	Shader version bump.
	#lockdown Gil.Gribb
	#jira UE-30206

Change 2966554 on 2016/05/04 by Chris.Bunner

	Bumping shader version again, unintentionally polluted DDC previously.
	#lockdown Gil.Gribb
	#jira UE-30329

Change 2967183 on 2016/05/05 by Gil.Gribb

	UE4 - Fixed a bad hash on landscape grass components. Simple, safe.
	#lockdown nick.penwarden

[CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
Gil Gribb 5f4d6e257c Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238)
#lockdown nick.penwarden

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

Change 2932679 on 2016/04/04 by Martin.Mittring

	remove hack/cvar that is not longer needed as we fixed the bug
	#rb:Bob.Tellez
	#code_review:Bob.Tellez

Change 2932681 on 2016/04/04 by Martin.Mittring

	fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files,
	added enure if non scalability setting are used in ScalabilityIni (get now ignored)
	#rb:David.Hill
	#code_review:Marcus.Wassmer, Michael.Noland

Change 2932719 on 2016/04/04 by Marcus.Wassmer

	Merge 3 band SH back to DevRendering
	#rb Daniel.Wright

Change 2932760 on 2016/04/04 by Zabir.Hoque

	Migrating high resolution cubemaps for skylight and reflection probes.

	#rb: Daniel.Wright

Change 2933121 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix free blocks not getting joined
	- Fix compile issue

Change 2933122 on 2016/04/05 by Rolando.Caloca

	DR - Do not shorten dumped shaders path

Change 2933126 on 2016/04/05 by Rolando.Caloca

	DR - vk  - Index Buffers using new resource management

Change 2933127 on 2016/04/05 by Rolando.Caloca

	DR - vk - Extract multibuffer off index buffer

Change 2933131 on 2016/04/05 by Rolando.Caloca

	DR - vk - Transition to vb's using mutlibuffer

Change 2933136 on 2016/04/05 by Rolando.Caloca

	DR - vk - Change staging buffers to use resource allocation system
	- Fix free block not getting joined
	- Remove define

Change 2933140 on 2016/04/05 by Rolando.Caloca

	DR - vk - 'static' textures now use resource mgmt
	- Release free pages back to the OS
	- Remove ensure

Change 2933152 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix aliasing granularity
	- Fix renderpass end/copy buffer ensure

Change 2933155 on 2016/04/05 by Rolando.Caloca

	DR - SCW - Fix for -directcompile to directly load file for preprocessor

Change 2933158 on 2016/04/05 by Rolando.Caloca

	DR - hlslcc - Error on Metal if trying to R & W on RWTextures
	- Fix indices on RW reads to be unsigned
	#codereview Mark.Satterthwaite, Michael.Trepka

Change 2933169 on 2016/04/05 by Rolando.Caloca

	DR - vk - Move header to public to match changes on DevMobile

Change 2933173 on 2016/04/05 by David.Hill

	Deferred decal rendering with negative scale
	#rb:Matrin.Mittring
	#jira:UE-27389

Change 2933273 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix renderdoc markers

Change 2933274 on 2016/04/05 by Rolando.Caloca

	DR - Support for -AttachDebugger

Change 2933316 on 2016/04/05 by Rolando.Caloca

	DR - vk - Compile fix whene enabling define

Change 2933334 on 2016/04/05 by Rolando.Caloca

	DR - Compile fix
	#codereview Martin.Mittring

Change 2933805 on 2016/04/05 by Brian.Karis

	Temporal AA dynamic antighosting.

	Fixed DOF

Change 2933811 on 2016/04/05 by Brian.Karis

	Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around.

Change 2933812 on 2016/04/05 by Brian.Karis

	Fixed fresnel on SSS skin.

Change 2933813 on 2016/04/05 by Brian.Karis

	Tessellation fix

Change 2933816 on 2016/04/05 by Brian.Karis

	Improved forward shading support

[CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
Gil Gribb fcf22babb9 Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636)
#lockdown nick.penwarden

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

Change 2917472 on 2016/03/21 by Rolando.Caloca

	DR - Fix SCW directcompile arguments, add -pipeline

Change 2919580 on 2016/03/23 by Rolando.Caloca

	DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't)
	Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug)
	#jira OR-15380
	#tests Run game with sparrow, test with slomo to check for gfx glitches

Change 2919660 on 2016/03/23 by Rolando.Caloca

	DR - Latest vk changes (from dev mobile's 2916881 to 2919157)

Change 2919902 on 2016/03/23 by Rolando.Caloca

	DR - Fix skeletal meshes decrementing stats twice
	#codereview Marcus.Wassmer
	#jira UE-28478

Change 2920020 on 2016/03/23 by David.Hill

	#Jira UE-28503
	EyeAdapation when used in material shader may not be initialized.
	#rb olaf.piesche

Change 2920071 on 2016/03/23 by Rolando.Caloca

	DR - Remove old vk define
	- Started moving around direct calls to queue submit

Change 2920252 on 2016/03/23 by Rolando.Caloca

	DR - Changes vk structs to classes

Change 2920314 on 2016/03/23 by Olaf.Piesche

	Add -windowed to standalone game PIE command line to avoid PIE launching in full screen

	#jira UE-27870
	#codereview michael.trepka

Change 2920745 on 2016/03/24 by Uriel.Doyon

	Texture streaming build now takes into account the material texcoord scales applied to the texture sampling.
	Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently).
	TexCoord analysis debug view shaders is now working with SM4 ane SM5.
	StaticMeshComponents hold persistent data coming from the texture streaming build.
	#tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps
	#codereview marcus.wassmer

Change 2921335 on 2016/03/24 by Uriel.Doyon

	Added missing static keyword for locally defined console variable.
	#codereview rolando.caloca

Change 2921416 on 2016/03/24 by Uriel.Doyon

	Revert enabling debugview shaders on non PC platforms (until properly tested and debugged)

Change 2921446 on 2016/03/24 by Daniel.Wright

	Planar reflection mesh

Change 2921530 on 2016/03/24 by Daniel.Wright

	Manual revert of Ronin planar reflections
	#codereview Ryan.Vance

Change 2921608 on 2016/03/24 by Uriel.Doyon

	Updated texture streamer to take into account the new HLOD texture group.

Change 2921677 on 2016/03/24 by Daniel.Wright

	Distance Field Specular Occlusion
	* Prototype - disabled by default

Change 2921681 on 2016/03/24 by Daniel.Wright

	UnmappedTexelsPercentage is now 100 based

Change 2921682 on 2016/03/24 by Daniel.Wright

	Planar reflections
	* New actor and component
	* The scene is rendered to texture with a mirrored camera and a clip plane each frame
	* The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades
	* Translucent materials apply the nearest reflection plane in the base pass
	* Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4
	* Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer
	* Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage

Change 2921734 on 2016/03/24 by Uriel.Doyon

	Fixed tessellated cube having wrong UVs
	#jira UE-28379

Change 2922063 on 2016/03/24 by Daniel.Wright

	Removed planar reflection debug code

Change 2922428 on 2016/03/25 by Chris.Bunner

	Delete FShaderPipeline objects when clearing TMaterialShaderMaps.
	#rb Rolando.Caloca
	#jira UE-28621

Change 2922803 on 2016/03/25 by Rolando.Caloca

	DR - New cmd buffer management (disabled)
	- Move cmd buffer out of pending state and into context
	- Do not hardcode # cmd buffers
	- Move back buffer image mgmt into swapchain
	- Fixed some image layout transition bugs

Change 2923056 on 2016/03/25 by Rolando.Caloca

	DR - Initial fix for canvas locking inside a render pass

[CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
Marc Audy ba3ad4c356 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2855699
#lockdown Nick.Penwarden

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

Change 2839897 on 2016/01/22 by Ori.Cohen

	Allow static mesh editor to specify a default collision profile.

	#rb Lina.Halper
	#UE-2836

Change 2840489 on 2016/01/22 by Ori.Cohen

	Fix collision customization so that it respects const editing property

	#rb Marc.Audy

Change 2840528 on 2016/01/22 by Ori.Cohen

	Fix compile error and actually get value from attribute

Change 2840672 on 2016/01/22 by Zak.Middleton

	#ue4 - Include data from USkinnedMeshComponent in USkeletalMeshComponent::GetResourceSize().

	#rb Michael.Noland

Change 2841314 on 2016/01/24 by Marc.Audy

	Fix depressingly frequent misspellings of 'suppress'

Change 2841323 on 2016/01/24 by Marc.Audy

	Reserve worst case memory for TSet Intersect, Union, and Difference to avoid memory allocations during iteration
	Ensure that TSet Intersect considers the least number of elements possible
	Early out from TSet Contains if Other is larger than this
	Clarify comment on TSet Difference
	#rb Steve.Robb

Change 2841380 on 2016/01/24 by Aaron.McLeran

	UE-25586 Audio assets not correctly reporting resource memory usage

	Tested on PC/PS4 and with Editor builds. Memory reporting is working for all cases now.

Change 2841385 on 2016/01/24 by Aaron.McLeran

	UE-21210 Adding subtitle priority to USoundWave

Change 2841386 on 2016/01/24 by Marc.Audy

	Return null for GameNetDriver if World is null instead of crashing

Change 2841409 on 2016/01/24 by Aaron.McLeran

	UE-25514 Removing load for default objects for every sound wave

Change 2841858 on 2016/01/25 by Ori.Cohen

	Make sure that PIE face index results are consistent with runtime

	#rb Benn.Gallagher

Change 2841977 on 2016/01/25 by Ori.Cohen

	Fix object type customization so that it's only enabled when custom is selected. (Accidently broke this in recent change)

Change 2841982 on 2016/01/25 by Marc.Audy

	Minor optimization by avoiding recreating FNames repeatedly in constructor

Change 2842169 on 2016/01/25 by Benn.Gallagher

	Fixes to animBP compiler and instance to store and double buffer internal machine state weights on the instance. So they can be queried cross-machine without issue.
	#rb Lina.Halper

Change 2842390 on 2016/01/25 by Ori.Cohen

	Fix in world editing of BodyInstance not working.

	No longer serializing Scale3D as this is allways initialized in InitBody.
	No longer overwriting MassInKg and renamed to to MassInKgOverride which better reflects what this variable does.

	#JIRA UE-25518
	#rb Lina.Halper

Change 2843579 on 2016/01/26 by Marc.Audy

	Only update replication when it actually changes
	Don't check calling SetIsReplicated if the class cannot replicate, instead output an error message
	Fix spelling in comment
	#rb Ori.Cohen

Change 2843627 on 2016/01/26 by Marc.Audy

	Add \\ as a default console key for Italian keyboard layouts
	#jira UE-25198
	#rb James.Golding

Change 2843628 on 2016/01/26 by Marc.Audy

	Don't reconstruct FName on each call to GetHitResultAtScreenPosition
	#rb James.Golding

Change 2843671 on 2016/01/26 by Martin.Wilson

	Fix incorrect bone transforms being pushed to the renderer during SetSkeletalMesh. This presented as motion blur artifacts in editor

	#rb Thomas.Sarkanen

Change 2843768 on 2016/01/26 by Marc.Audy

	Inline Get Component functions in TriggerBase

Change 2844003 on 2016/01/26 by Zak.Middleton

	#ue4 - Fix FMath::Fmod(X, Y) sometimes returning small negative values for positive X and Y due to float imprecision. Added tests to math tests at startup to check this, and also to better handle results close to Y. Wrap the ensure on Y=0 within a conditional so a breakpoint can be used during debugging (to distinguish between zero and very small input).

	#codereview Laurent.Delayen

Change 2844005 on 2016/01/26 by Zak.Middleton

	#ue4 - Convert uses of fmod() and fmodf() to use FMath::Fmod() instead.

	Also see CL 2844003

[CL 2855709 by Marc Audy in Main branch]
2016-02-04 10:55:30 -05:00
Gil Gribb 2e5b4cbbd1 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2821445 on 2016/01/08 by Olaf.Piesche
	More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing.

	#rb martin.mittring

Change 2821520 on 2016/01/08 by Olaf.Piesche

	Coloring subuv modules green for easier visual ID

	#rb martin.mittring

Change 2823479 on 2016/01/11 by Chris.Bunner

	Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General.

Change 2823570 on 2016/01/11 by Zabir.Hoque

	Introduce multiplier that controls decal fade speed.

	#CodeReview: Martin.Mittring
	#1777

Change 2823615 on 2016/01/11 by Uriel.Doyon

	Fixed stencil ref multithreading issue.
	Fixed state caching when depth range is enabled.
	#jira UE-24564
	#review marcus.wassmer

Change 2823652 on 2016/01/11 by Zabir.Hoque

	Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent.

	#CodeReview: Martin.Mittring

Change 2824065 on 2016/01/11 by Brian.Karis

	Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default.

Change 2825432 on 2016/01/12 by Zabir.Hoque

	Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918

	#CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring

Change 2825971 on 2016/01/12 by Brian.Karis

	New motion blur enabled.

Change 2825974 on 2016/01/12 by Brian.Karis

	Fixed refraction check value. 1 does nothing not 0.

Change 2825975 on 2016/01/12 by Brian.Karis

	Cloth gets skylight for movable sky.

Change 2827519 on 2016/01/13 by Zabir.Hoque

	ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES.

	#CodeReview Martin.Mittring, Rolando.Caloca

Change 2830172 on 2016/01/15 by Rolando.Caloca

	DR - Minor cleanup
	- Renamed Vertex Factories' struct Data to struct FData
	- Removed Data type on FVertexFactory

Change 2830242 on 2016/01/15 by Rolando.Caloca

	DR - Prep cleanup for gpu morph targets
	- Split common code for  GPU skin cache into a base class
	- Moved some local static arrays from UpdateMorphVertexBuffer() to static members
	#codereview Lina.Halper

Change 2830455 on 2016/01/15 by Rolando.Caloca

	DR - Compile fix from bad merge
	#jira UE-25557

Change 2832023 on 2016/01/18 by Rolando.Caloca

	DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta
	#rb Marcus.Wassmer
	#codereview Lina.Halper

Change 2832067 on 2016/01/18 by Gil.Gribb

	UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed.

Change 2834379 on 2016/01/19 by Gil.Gribb

	UE4 - fix perf regression related to cvar

Change 2834864 on 2016/01/19 by Olaf.Piesche

	Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate

	#codereview gil.gribb

Change 2835777 on 2016/01/20 by David.Hill

	EyeAdaptation - using a screen center focus in the weights
	#rb Martin Mitring

	related to: UE-15509.  This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4

Change 2835778 on 2016/01/20 by David.Hill

	EyeAdapation - DefaultFeature for method
	#rb Martin.Mitring
	Adding a default feature cvar for eye adaptation method

Change 2837410 on 2016/01/20 by David.Hill

	OR-13213   SetupPerObjectProjection()
	#test:PC
	#rb:Martin.Mitring
	#codereview:Daniel.Wright

[CL 2845257 by Gil Gribb in Main branch]
2016-01-27 07:18:43 -05:00
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Andrew Grant 2fd2070b07 Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2792706 on 2015/12/07 by Terence.Burns

	Rebuild lightmaps automation changes
	- Sync and Build binary files for execution
	- Much improved error handling
	- Email notification support added.

	#Note - This should massively simplify the batch script we use to rebuild lightmaps.

	#rb none
	#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.

Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt

	Added settings to toggle on and off display of Ping and FPS values.

	Server FPS will be disabled before ship

	#rb none #test pc/ps4 golden path, pie

Change 2791827 on 2015/12/05 by Marcus.Wassmer

	Fix texture memory leak.  Fixes automation using too much memory.
	#rb Brad.Angelcyk
	#codereview bob.ferreira
	#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring

	fixed PS4 compiling
	#rb:Michael.Noland
	#test:not

Change 2791014 on 2015/12/04 by Martin.Mittring

	nicer cvar help for r.PS4ContinuousSubmits
	#rb:Olaf.Piesche
	#code_review:Marcus.Wassmer
	#test:PC

Change 2791011 on 2015/12/04 by Martin.Mittring

	fixed compile error when disabling ENABLE_TEXTURE_TRACKING
	#rb:Olaf.Piesche
	#test:run Paragon on PC

Change 2790848 on 2015/12/04 by Martin.Mittring

	missing changes

	nicer cvar help, optimized unneccessary referencecounting, removed redundant code
	#rb:Olaf.Piesche
	#test:PC Paragon

Change 2790840 on 2015/12/04 by Martin.Mittring

	nicer cvar help, optimized unneccessary referencecounting, removed redundant code
	#rb:Olaf.Piesche
	#test:PC Paragon

Change 2791585 on 2015/12/04 by Michael.Noland

	Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
	#rb None
	#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh

Change 2791244 on 2015/12/04 by Ryan.Brucks

	Submitting all my Paragon Content before the new Agora Branch.

Change 2791240 on 2015/12/04 by Marcus.Wassmer

	Bump to .061 patch and new pub tools to pass cert
	#rb non
	#test compile ps4

Change 2791132 on 2015/12/04 by ryan.brucks

	RenderToTextureMacros: fixed issue with polygon index being +1 on accident

Change 2790747 on 2015/12/04 by Terence.Burns

	Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.

	#rb None
	#tests Run through the Rebuild Lightmaps UAT script process.

Change 2790589 on 2015/12/04 by Bart.Bressler

	- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.

	#rb sam.zamani
	#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session

Change 2790418 on 2015/12/04 by James.Golding

	Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
	#rb none
	#tests none

Change 2790333 on 2015/12/04 by James.Golding

	Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
	#rb martin.wilson
	#codereview jurre.debaare
	#tests Built HLOD meshes in the editor

Change 2790292 on 2015/12/04 by Olaf.Piesche

	Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes

	#rb marcus.wassmer
	#tests Editor, PIE

Change 2790003 on 2015/12/04 by James.Golding

	Fix possible crash in ALODActor::RemoveSubActor
	#rb keith.judge
	#codereview jurre.debaare
	#tests Generated HLOD proxy in editor

Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
Andrew Grant 9abcacfd1b Merging Engine code from Orion at CL2744789 through //depot/UE4-To-//UE4/Main
[CL 2745726 by Andrew Grant in Main branch]
2015-10-28 19:18:20 -04:00