Commit Graph

15 Commits

Author SHA1 Message Date
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Chris Bunner
d6e57b4ca3 Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3792497)
#rb
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3776794 by Chris.Bunner

	Fixed inverted check.

Change 3778396 by Chris.Bunner

	By default functional screenshot tests now enable camera cut and a fixed tonemap/exposure.
	Existing tests in PostProcessing have had the FixedTonemapping flag disabled.
	Updated all existing screenshots against the new fixed gamma ground truth.

Change 3778592 by Chris.Bunner

	Updating PostProcess screenshots that managed to collide mid P4 add.

Change 3778793 by Chris.Bunner

	Override the secondary screen percentage (used for high DPI) when taking screenshots. This is necessary for consistent results between machines.

Change 3781715 by Chris.Bunner

	Updating Windows screenshots.

Change 3781717 by Chris.Bunner

	Fixes for eye adaptation and tonemapping override consistency between test types and run modes.

Change 3783199 by Chris.Bunner

	Added separate add/replace screenshot buttons to know if we're working with a matching platform tier or a fallback.

Change 3783228 by Chris.Bunner

	When incoming screenshots are different sizes create a delta of the minimum shared dimensions but still force a failure. The UI is more consistent showing any delta, even if it's almost pure white.

Change 3783712 by Chris.Bunner

	Rebuilt translucency lighting test map and updated screenshot results.

Change 3784010 by Chris.Bunner

	Adding Mac-specific PostProcessing screenshots.

Change 3787456 by Chris.Bunner

	Improving name matching consistency of test blacklist entries.

Change 3787522 by Chris.Bunner

	Updating Mac-specific screenshots.

Change 3787583 by Chris.Bunner

	Updating Mac-Specific screenshots.

Change 3787832 by Chris.Bunner

	Fixing-up NaNs in two saved level's HLOD world settings.

Change 3789147 by Chris.Bunner

	Updating Sequencer sub-levels which still had NaNs in World Settings.

Change 3791454 by Chris.Bunner

	Deleted ancient screenshot re-introduced by Fortnite merge.

Change 3781713 by Chris.Bunner

	Updating platform unique screenshots - Tessellation, fixed vs variable screenshot size, Niagara simulation.

Change 3776756 by Chris.Bunner

	Initial pass at hierarchical screenshot testing.
	Deleted existing platforms automated test screenshots.

Change 3784051 by Chris.Bunner

	Updated CableActor screenshots for new capture defaults.

Change 3787092 by Chris.Bunner

	Added blacklist as "AutomationTestBlacklist" in Engine.ini.
	Formatting fix-up in existing automation test config.
	Removed workaround cvar for physicalized animation tests failing on platforms.

[CL 3792526 by Chris Bunner in Main branch]
2017-12-06 14:51:13 -05:00
Matt Kuhlenschmidt
c72e1e1e70 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3358367 by tim.gautier

	Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters

Change 3624848 by Jamie.Dale

	Added a composite font for the editor (and Slate core)

	This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.

	This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.

	This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.


Change 3654993 by Jamie.Dale

	'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer

	This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer

	Breaking changes:
	 - Native has been renamed to FNativeFuncPtr.
	 - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
	 - Use P_THIS if you were previously using the 'this' pointer in your native function.

Change 3699591 by Jamie.Dale

	Added support for displaying and editing numbers in a culture correct way

	Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).

	#jira UE-4028


Change 3719568 by Jamie.Dale

	Allow platforms to override the default ICU timezone calculation


Change 3622366 by Bradut.Palas

	#jira UE-46677

	Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
	Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.

Change 3622378 by Bradut.Palas

	#jira UE-46590

	we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
	The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
	Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.

Change 3622552 by Jamie.Dale

	Added support for per-culture sub-fonts within a composite font

	This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).

Change 3623170 by Jamie.Dale

	Fixing warning

Change 3624846 by Jamie.Dale

	Composite font cache optimizations

	- Converted a typically small sized map to a sorted array + binary search.
	- Converted the already sorted range array to use binary search.
	- Contiguous ranges using the same typeface are now merged in the cache.

Change 3625576 by Cody.Albert

	We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.

	#jira UE-47971

Change 3626057 by Matt.Kuhlenschmidt

	Expose EUmgSequencePlayMode to blueprints

	#jira UE-49255

Change 3626556 by Matt.Kuhlenschmidt

	Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is.  Causes flickering and incorrect window positioning.

	#jira UE-48922, UE-48957

Change 3627692 by Matt.Kuhlenschmidt

	PR #3977: Source control submenu menu customization (Contributed by Kryofenix)


Change 3628600 by Arciel.Rekman

	Added AutoCheckout to FAssetRenameManager for commandlet usage.

Change 3630561 by Richard.Hinckley

	Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.

Change 3630656 by Richard.Hinckley

	Compile fix.

Change 3630964 by Arciel.Rekman

	Fix CrashReporterClient headless build.

Change 3631050 by Matt.Kuhlenschmidt

	Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp

	Causes major problems with resizing splitters in editor

Change 3631140 by Arciel.Rekman

	OpenAL: update Linux version to 1.18.1 (UETOOL-1253)

	- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
	- Bulk of the change from Cengiz.Terzibas

	#jira UETOOL-1253

Change 3632924 by Jamie.Dale

	Added support for a catch-all fallback font within composite fonts

	This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.

Change 3633055 by Jamie.Dale

	Fixed some refresh issues in the font editor

Change 3633062 by Jamie.Dale

	Fixed localization commands being reported as unknown

Change 3633906 by Nick.Darnell

	UMG - You can now store refrences to widgets in the same UserWidget.  If you need to create links between widgets this is valuable.  Will likely introduce new ways to utilize this in the future, for now just getting it working.

Change 3634070 by Arciel.Rekman

	Display actually used values of material overrides.

Change 3634254 by Arciel.Rekman

	Fix ResavePackages working poorly with projects on other drives (UE-49465).

	#jira UE-49465

Change 3635985 by Matt.Kuhlenschmidt

	Fixed typo in function name used by maps

	PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)


Change 3636012 by Matt.Kuhlenschmidt

	PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)


Change 3636706 by Lauren.Ridge

	Epic Friday: Save parameters to child or sibling  instance functionality

Change 3638706 by Jamie.Dale

	Added an improved Japanese font to the editor

	This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).

	#jira UE-33268

Change 3639438 by Arciel.Rekman

	Linux: Repaired ARM server build (UE-49635).

	- Made Steam* plugins compile.
	- Disabled OpenEXR as the libs aren't compiled (need to be done separately).

	(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)

Change 3640625 by Matt.Kuhlenschmidt

	PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)


Change 3640626 by Matt.Kuhlenschmidt

	PR #4011: Remove space from filename (Contributed by projectgheist)


Change 3640697 by Matt.Kuhlenschmidt

	PR #4010: PNG alpha fix (Contributed by mmdanggg2)


Change 3641137 by Jamie.Dale

	Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch

	It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.

Change 3641351 by Jamie.Dale

	Fixing incorrect weights on the Japanese sub-font

Change 3641356 by Jamie.Dale

	Fixing inconsistent font sizes between CoreStyle and EditorStyle

Change 3641710 by Jamie.Dale

	Fixed pure-virtual function call on UMulticastDelegateProperty

Change 3641941 by Lauren.Ridge

	Adding a Parameter Details tab to the Material Editor so users can change default parameter details

Change 3644141 by Jamie.Dale

	Added an improved Korean font to the editor

	This is only used when displaying Korean text when the editor is set to Korean

Change 3644213 by Arciel.Rekman

	Fix the side effects of a fix for UE-49465.

	- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
	  and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.

	#jira UE-49465

Change 3644777 by Jamie.Dale

	Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished

Change 3644879 by tim.gautier

	QAGame: Optimized assets for Procedural Foliage testing
	- Added camera bookmarks to Stations in QA-Foliage
	- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
	- Fixed up redirectors

Change 3645109 by Matt.Kuhlenschmidt

	PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)


Change 3645114 by Matt.Kuhlenschmidt

	PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)


Change 3645116 by Matt.Kuhlenschmidt

	PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)


Change 3645118 by Matt.Kuhlenschmidt

	PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)


Change 3645876 by Arciel.Rekman

	Linux: fix submenus of context menu not working (UE-47639).

	- Change by icculus (Ryan Gordon).
	- QA-ClickHUD seems to be not affected by this change (it is already broken alas).

	#jira UE-47639

Change 3648088 by Jamie.Dale

	Fixed some case-sensitivity issues with FText format argument names/pins

	These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.

	#jira UE-47122

Change 3648097 by Jamie.Dale

	Moved common macOS/iOS localization implementation into FApplePlatformMisc

	#jira UE-49940

Change 3650858 by Arciel.Rekman

	UBT: improve CodeLite project generator (UE-49400).

	- PR #3987 submitted by yaakuro (Cengiz Terzibas).

	#jira UE-49400

Change 3651231 by Arciel.Rekman

	Linux: default to SM5 for Vulkan.

	- Change by Timothee.Bessett.

Change 3653627 by Matt.Kuhlenschmidt

	PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)


Change 3653628 by Matt.Kuhlenschmidt

	PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)


Change 3653984 by Jamie.Dale

	Fixed some redundant string construction

Change 3658528 by Joe.Graf

	UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files

Change 3658594 by Jamie.Dale

	Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues

	#jira UE-27263

Change 3659643 by Michael.Trepka

	Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior

	#jira UETOOL-1238

Change 3661908 by Matt.Kuhlenschmidt

	USD asset importing improvements

Change 3664100 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3664107 by Matt.Kuhlenschmidt

	PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)


Change 3664125 by Matt.Kuhlenschmidt

	PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)


Change 3664340 by Jamie.Dale

	PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)


Change 3664403 by Jamie.Dale

	PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)


Change 3664539 by Jamie.Dale

	PR #3280: Added EditableText functionality (Contributed by projectgheist)


Change 3665433 by Alexis.Matte

	When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
	#jira UE-50231

Change 3666747 by Cody.Albert



Change 3669280 by Jamie.Dale

	PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)


Change 3669718 by Jamie.Dale

	PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)


Change 3670838 by Alexis.Matte

	Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
	#jira UE-50387

Change 3671559 by Matt.Kuhlenschmidt

	Update SimpleUI automation test ground truth

	#jira UE-50325

Change 3671587 by Alexis.Matte

	Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
	#jira UE-50147

Change 3671730 by Jamie.Dale

	Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances

Change 3672104 by Michael.Dupuis

	#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings

Change 3674906 by Alexis.Matte

	Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
	#jira UE-50248

Change 3674942 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3675401 by Alexis.Matte

	-fix export animation, do not truncate the last frame anymore
	-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.

	#jira UE-48231

Change 3675990 by Alexis.Matte

	Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
	This is to avoid driving random vertex with old morph target.
	#jira UE-50391

Change 3676169 by Alexis.Matte

	When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.

Change 3676396 by Alexis.Matte

	Make all LOD 0 name consistent in staticmesh editor
	#jira UE-49461

Change 3677730 by Cody.Albert

	Enable locking of Persistent Level in Levels tab

	#jira UE-50686

Change 3677838 by Jamie.Dale

	Replaced broken version of Roboto Light

Change 3679619 by Alexis.Matte

	Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
	#jira UE-50001

Change 3680093 by Alexis.Matte

	Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.

Change 3680931 by Arciel.Rekman

	SlateDialogs: show image icon for *.tga (UE-25106).

	- Also reworked the logic somewhat.

	#jira UE-25106

Change 3681966 by Yannick.Lange

	MaterialEditor post-process preview.
	#jira UE-45307

Change 3682407 by Lauren.Ridge

	Fixes for material editor compile errors

Change 3682628 by Lauren.Ridge

	Content browser filters for Material Layers, Blends, and their instances

Change 3682725 by Lauren.Ridge

	Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default

Change 3682921 by Lauren.Ridge

	Fix for instance layers not initializing fully

Change 3682954 by Lauren.Ridge

	Creating Material Layer Test Assets

Change 3683582 by Alexis.Matte

	Fix static analysis build

Change 3683614 by Matt.Kuhlenschmidt

	PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)


Change 3684130 by Lauren.Ridge

	Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.

Change 3686289 by Arciel.Rekman

	Remove the pessimization (UE-23791).

Change 3686455 by Lauren.Ridge

	Fixes for adding/removing a layer parameter from the parent not updating the child

Change 3686829 by Jamie.Dale

	No longer include trailing whitespace in the justification calculation for soft-wrapped lines

	#jira UE-50266

Change 3686970 by Lauren.Ridge

	Making material parameter preview work for functions as well

Change 3687077 by Jamie.Dale

	Fixed crash using FActorDetails with the struct details panel

Change 3687152 by Jamie.Dale

	Fixed the row structure tag not appearing in the Content Browser for Data Table assets

	The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.

	#jira UE-48691

Change 3687174 by Lauren.Ridge

	Fix for material layer sub-parameters showing up in the default material parameters panel

Change 3688100 by Lauren.Ridge

	Fixing static analysis error

Change 3688317 by Jamie.Dale

	Fixed crash using the widget reflector in a cooked game

	Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.

Change 3689054 by Jamie.Dale

	Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes

	#jira UE-45751

Change 3689513 by Jamie.Dale

	Fixed justification bug with RTL text caused by CL# 3686829

	Also implemented the same alignment fix for visually left-aligned RTL text.

	#jira UE-50266

Change 3690231 by Lauren.Ridge

	Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor

Change 3690234 by Lauren.Ridge

	Adding Material Layers Function Parameter to Static Parameter Compare

Change 3690750 by Chris.Bunner

	Potential nullptr crash.

Change 3690751 by Chris.Bunner

	Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.

Change 3691010 by Jamie.Dale

	Fixed some clipping issues that could occur with right-aligned text

	FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)

	#jira UE-46760

Change 3691091 by Jamie.Dale

	Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type

Change 3691134 by Alexis.Matte

	Make sure we instance also the collision mesh when exporting a level to fbx file.
	#jira UE-51066

Change 3691157 by Lauren.Ridge

	Fix for reset to default not refreshing sub-parameters

Change 3691192 by Jamie.Dale

	Fixed Content Browser selection resetting when changing certain view settings

	#jira UE-49611

Change 3691204 by Alexis.Matte

	Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
	#jira UE-51023

Change 3692335 by Lauren.Ridge

	Setting displayed asset to equal filter asset if no instance has been selected

Change 3692479 by Jamie.Dale

	Fixed whitespace

Change 3692508 by Alexis.Matte

	Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
	We also prevent the export dialog to show
	#jira UE-50973

Change 3692639 by Jamie.Dale

	Translation Editor now shows stale translations as "Untranslated"

Change 3692743 by Lauren.Ridge

	Smaller blend icons, added icon size override to FObjectEntryBox

Change 3692830 by Alexis.Matte

	Fix linux build

Change 3692894 by Lauren.Ridge

	Tooltip on "Parent" in material layers

Change 3693141 by Jamie.Dale

	Removed dead code

	FastDecimalFormat made this redundant

Change 3693580 by Jamie.Dale

	Added AlwaysSign number formatting option

	#jira UE-10310

Change 3693784 by Jamie.Dale

	Fixed assert extracting the number formatting rules for Arabic

	It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.

	#jira UE-10310

Change 3694428 by Arciel.Rekman

	Linux: make directory watch request a warning so they don't block cooking.

	- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html

Change 3694458 by Matt.Kuhlenschmidt

	Made duplicate keybinding warning non-fatal

Change 3694496 by Alexis.Matte

	fix static analysis build

Change 3694515 by Jamie.Dale

	Added support for culture correct parsing of decimal numbers

	#jira UE-4028

Change 3694621 by Jamie.Dale

	Added a variant of FastDecimalFormat::StringToNumber that takes a string length

	This can be useful if you want to convert a number from within a non-null terminated string

	#jira UE-4028

Change 3694958 by Jamie.Dale

	Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing

	You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.

	#jira UE-4028

Change 3695083 by Alexis.Matte

	Optimisation of the morph target import
	- We now compute only the normal for the shape the tangent are not necessary
	- The async tasks are create when there is some available cpu thread to avoid filling the memory
	- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
	#jira UE-50945

Change 3695122 by Jamie.Dale

	GetCultureAgnosticFormattingRules no longer returns a copy

Change 3695835 by Arciel.Rekman

	TestPAL: greatly expanded malloc test.

Change 3695918 by Arciel.Rekman

	TestPAL: Added thread priority test.

Change 3696589 by Arciel.Rekman

	TestPAL: tweak thread priorities test (better readability).

Change 3697345 by Alexis.Matte

	Fix reorder of material when importing a LOD with new material
	#jira UE-51135

Change 3699590 by Jamie.Dale

	Updated SGraphPinNum to use a numeric editor

	#jira UE-4028

Change 3699698 by Matt.Kuhlenschmidt

	Fix crash opening the level viewport context menu if the actor-component selection is out of sync

	#jira UE-48444

Change 3700158 by Arciel.Rekman

	Enable packaging for Android Vulkan on Linux (UETOOL-1232).

	- Change by Cengiz Terzibas

Change 3700224 by Arciel.Rekman

	TestPAL: fixed a memory leak.

Change 3700775 by Cody.Albert

	Don't need to initialize EnvironmentCubeMap twice.

Change 3700866 by Michael.Trepka

	PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)


	#jira UE-41643

Change 3701132 by Michael.Trepka

	Copy of CL 3671538

	Fixed issues with editor's game mode in high DPI on Mac.

	#jira UE-49947, UE-51063

Change 3701421 by Michael.Trepka

	Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression

Change 3701495 by Alexis.Matte

	Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
	#jira UE-UE-51359

Change 3702982 by Jamie.Dale

	Cleaned up some localization setting names

	These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.

Change 3703517 by Arciel.Rekman

	TestPAL: improved thread test.

	- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).

Change 3704378 by Michael.Trepka

	Disable Zoom button on Mac if project requests a resizeable window without it.

	#jira UE-51335

Change 3706316 by Jamie.Dale

	Fixed the asset search suggestions list closing if you clicked on its scrollbar

	#jira UE-28885

Change 3706855 by Alexis.Matte

	Support importing animation that has some keys with negative time
	#jira UE-51305

Change 3709634 by Matt.Kuhlenschmidt

	PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)


Change 3711085 by Michael.Trepka

	Reenabled UBT makefiles on Mac

Change 3713049 by Josh.Engebretson

	The ConfigPropertyEditor now generates a unique runtime UClass.  It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone).  I also removed some static qualifiers for Section and Property names which were incorrect.

	#jira UE-51319

Change 3713144 by Lauren.Ridge

	Fixing automated test error

	#jira UE-50982

Change 3713395 by Alexis.Matte

	Fix auto import mountpoint
	#jira UE-51524

Change 3713881 by Michael.Trepka

	Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.

	#jira UE-31093

Change 3714197 by Michael.Trepka

	Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.

	#jira UE-47915

Change 3714911 by Joe.Graf

	Merge of cmake changes from Dev-Rendering

Change 3715973 by Michael.Trepka

	Disable OS close button on Windows if project settings request that

	#jira UE-45522

Change 3716390 by Lauren.Ridge

	The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.

	#jira UE-50916

Change 3716529 by Josh.Engebretson

	Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1

	#jira UE-51341

Change 3716885 by Josh.Engebretson

	Tracking transactions such as a duplication operation can modify a selection which differs from the initial one.  Added package state tracking to restore unmodified state when necessary.

	#jira UE-48572

Change 3716929 by Josh.Engebretson

	Unshelved from pending changelist '3364093':

	PR #3420: Exe's icons and properties (Contributed by projectgheist)


Change 3716937 by Josh.Engebretson

	Unshelved from pending changelist '3647428':

	PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)


Change 3717002 by Josh.Engebretson

	Fix FileReference/string conversion

Change 3717355 by Joe.Graf

	Fixed CMake file generation on Windows including Engine/Source/ThirdParty source

Change 3718256 by Arciel.Rekman

	TestPAL: slight mod to the malloc test.

	- Touch the allocated memory to check actual resident usage.

Change 3718290 by Arciel.Rekman

	BAFO: place descriptor after the allocation to save some VIRT memory.

	- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.

Change 3718508 by Michael.Trepka

	Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)

	#jira UE-46148

Change 3718855 by Lauren.Ridge

	Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.

Change 3718932 by Cody.Albert

	Update ActorSequence plugin loading phase to PreDefault

	#jira UE-51612

Change 3719378 by tim.gautier

	QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
	Added additional Text Widgets for testing

Change 3719413 by Lauren.Ridge

	Resubmit of content browser favorites

Change 3719803 by Yannick.Lange

	VREditor: Fix crash with null GEditor
	#jira UE-50103

Change 3721127 by tim.gautier

	QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
	- Added M_ParamDefaults and MF_ParamDefaults
	- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
	- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions

Change 3721255 by Alexis.Matte

	Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
	#jira UE-51363

Change 3721594 by Lauren.Ridge

	Material Blends now have plane mesh previews in their icons.

Change 3722072 by tim.gautier

	QAGame: Updated MF_ParamDefaults - using red channel as roughness
	Updated M_ParamDefaults - tweaked Scalar values

Change 3722180 by Michael.Trepka

	Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.

	#jira UE-25941

Change 3722220 by Michael.Trepka

	Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly

	#jira UE-40246

Change 3722806 by Lauren.Ridge

	Fixing non-editor compiles

Change 3722914 by Alexis.Matte

	Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.

	#jira UE-51665

Change 3723446 by Michael.Trepka

	Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME

	Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.

	#jira UE-48257

Change 3723505 by Matt.Kuhlenschmidt

	Fix duplicate actors being created for USD primitives that specify a custom actor class

Change 3723555 by Matt.Kuhlenschmidt

	Fix crash loading the gameplayabilities module

	#jira UE-51693

Change 3723557 by Matt.Kuhlenschmidt

	Fixed tooltip on viewport dpi scaling option

Change 3723870 by Lauren.Ridge

	Fixing incorrect reset to default visibility, adding clear behavior to fields

Change 3723917 by Arciel.Rekman

	Linux: fix compilation with glibc 2.26+ (UE-51699).

	- Fixes compilation on Ubuntu 17.10 among others.

	(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3723918 by Arciel.Rekman

	Linux: do not test for popcnt presence unnecessarily (UE-51677).

	(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3724229 by Arciel.Rekman

	Fix FOutputDeviceStdOutput to use printf() on Unix platforms.

Change 3724261 by Arciel.Rekman

	TestPAL: fix thread priority test (zero the counter).

Change 3724978 by Arciel.Rekman

	Linux: fix priority calculation.

	- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.

Change 3725382 by Matt.Kuhlenschmidt

	Guard against crashes and add more logging when actor creation fails.
	Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed

	#jira UE-47464

Change 3725559 by Matt.Kuhlenschmidt

	Added a setting to enable/disable high dpi support in editor.   This currently only functions in Windows.
	Moved some files around for better consistency

Change 3725640 by Arciel.Rekman

	Fix Linux thread/process priorities.

	- Should also speed up SCW on Linux by deprioritizing them less.

Change 3726101 by Matt.Kuhlenschmidt

	Fix logic bug in USD child "kind" type resolving

Change 3726244 by Joe.Graf

	Added an option to generate a minimal set of targets for cmake files
	Added shader and config files to cmake file generation for searching within IDEs

Change 3726506 by Arciel.Rekman

	Fix compile issue after DPI change.

Change 3726549 by Matt.Kuhlenschmidt

	Remove unnecessary indirection to cached widgets in the hit test grid

Change 3726660 by Arciel.Rekman

	Enable DPI switch on Linux.

Change 3726763 by Arciel.Rekman

	Fix mismatching "noperspective" qualifier (UE-50807).

	- Pull request #4080 by TTimo.

Change 3727080 by Michael.Trepka

	Added support for editor's EnableHighDPIAwareness setting on Mac

Change 3727658 by Matt.Kuhlenschmidt

	Fix shutdown crash if level editor is still referenced after the object system has been gc'd

	#jira UE-51630

Change 3728270 by Matt.Kuhlenschmidt

	Remove propertyeditor dependency from editorstyle

Change 3728291 by Arciel.Rekman

	Linux: fix for a crash on a headless system (UE-51714).

	- Preliminary change before merging to 4.18.

Change 3728293 by Arciel.Rekman

	Linux: remove unneeded dependency on CEF.

	- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.

Change 3728524 by Michael.Trepka

	Copy of CL 3725570

	Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)

	#jira UE-51709

Change 3728875 by Michael.Trepka

	Fixed compile error in Mac SlateOpenGLContext.cpp

Change 3728880 by Matt.Kuhlenschmidt

	Guard against invalid worlds in thumbnail renderers

Change 3728924 by Michael.Trepka

	Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.

	#jira UE-51711

Change 3729288 by Joe.Graf

	Added the .idea/misc.xml file generation to speed up CLion indexing

Change 3729935 by Michael.Dupuis

	#jira UE-51722: Hide from UI invalid enum values

Change 3730234 by Matt.Kuhlenschmidt

	Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.

	#jira UE-51801

Change 3730349 by Michael.Dupuis

	#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item

Change 3730438 by Lauren.Ridge

	Cleaning up material layering UI functions

Change 3730723 by Jamie.Dale

	Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers

	#jira UE-51799

Change 3731008 by Lauren.Ridge

	Changing Layers and Blends from proxy assets to real assets

Change 3731026 by Arciel.Rekman

	libelf: make elf_end() visible (UE-51843).

	- This repairs compilation for a case when CUDA is being used.
	- Also added some missing files for ARM 32-bit.

Change 3731081 by Lauren.Ridge

	New material layer test assets

Change 3731186 by Josh.Engebretson

	Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets

	#jira UE-50104

Change 3731188 by Mike.Erwin

	Improve responsiveness of Open Asset dialog.

	On large projects, there's a noticeable delay when opening and searching/filtering assets.

	Stopwatch measurements on my machine (seconds for ~122,000 assets):
		before	with this CL
	ctrl-P	1.4	0.45
	search	1.8	0.55

	CollectionManagerModule was the main culprit for search/filter slowness.

	Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.

Change 3731682 by Arciel.Rekman

	UnrealEd: Allow unattended commandlets to rename/save packages.

Change 3732305 by Michael.Dupuis

	#jira UE-48434 : Only register if the foliage type still has a valid mesh

Change 3732361 by Matt.Kuhlenschmidt

	Fix two settings objects being created in the transient package with the same name

	#jira UE-51891

Change 3732895 by Josh.Engebretson

	https://jira.it.epicgames.net/browse/UE-51706

	If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
	Adds DDC notification events for check/put and query for whether a shared DDC is in use.

	#jira UE-51706

Change 3733025 by Arciel.Rekman

	UBT: make sure new clang versions are invoked.

Change 3733311 by Mike.Erwin

	Fix Linux compile warning from CL 3731188

	It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.

Change 3733658 by Josh.Engebretson

	Add a missing #undef LOCTEXT_NAMESPACE

Change 3734003 by Arciel.Rekman

	Fix Windows attempting to use printf %ls and crashing at that (UE-51934).

Change 3734039 by Michael.Trepka

	Fixed a couple of merge issues in Mac ApplicationCore

Change 3734052 by Michael.Trepka

	One more Mac ApplicationCore fix

Change 3734244 by Lauren.Ridge

	Fix for accessing Slate window on render thread

Change 3734950 by Josh.Engebretson

	Fixing clang warning

Change 3734978 by Jamie.Dale

	Relaxed enum property importing to allow valid numeric values to be imported too

	This was previously made more strict which caused a regression in Data Table importing

	#jira UE-51848

Change 3734999 by Arciel.Rekman

	Linux: add LTO support and more.

	- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
	- Supports using llvm-ar and lld instead of ar/ranlib and ld.
	- More build information printed (and in a better organized way).
	- Native scripts updated to install packages with the appropriate tools on supported systems
	- AutoSDKs updated to require a new toolchain (already checked in).
	- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089

Change 3735268 by Matt.Kuhlenschmidt

	Added support for canvas based DPI scaling.

	-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
	-The debug canvas for stats is always dpi scaled in editor and pie.
	-Eliminated text scaling workaround now that the entire canvas is properly scaled
	-Enabled canvas scaling in cascade UI

Change 3735329 by Matt.Kuhlenschmidt

	Fix potential crash if an asset editor has an object deleted out from under it

	#jira UE-51941



Change 3735502 by Arciel.Rekman

	Fix compile issue (bShouldUpdateScreenPercentage).

Change 3735878 by Jamie.Dale

	Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string

	This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.

Change 3735881 by Jamie.Dale

	JsonValue no longer stringifies whole numbers as floats

Change 3735884 by Jamie.Dale

	Only allow enums to import integral values

Change 3735912 by Josh.Engebretson

	Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications

	#jira UE-48131

Change 3736280 by Matt.Kuhlenschmidt

	Fix 0 dpi scale for canvases

	#jira UE-51995

Change 3736298 by Matt.Kuhlenschmidt

	Force focus of game viewports in vr mode

Change 3736374 by Jamie.Dale

	Fixed some places where input chords were being used without testing that they had a valid key set

	#jira UE-51799

Change 3738543 by Matt.Kuhlenschmidt

	Better fix for edit condition crashes

	#jira UE-51886

Change 3738603 by Lauren.Ridge

	Copy over of drag and drop non-array onto array fix

Change 3739701 by Chris.Babcock

	Fix crashlytics merge error
	#jira UE-52064
	#ue4
	#android

[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
Marc Audy
a66199e8a7 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3628051)
#lockdown Nick.Penwarden
#rb none
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3582363 by Marc.Audy

	Make ComponentToWorld fully private and remove deprecation informing of this
	#jira UE-46286

Change 3582885 by Ben.Zeigler

	#jira UE-47642 Add ToString for SoftObjectReference/SoftClassReference/PrimaryAssetId/PrimaryAssetType to use for debugging. The other direction is not provided because the type validation cannot be done at runtime

Change 3584468 by Ben.Zeigler

	#jira UE-48301 Avoid infinite recursion crash when cooking client/server only component blueprints

Change 3584596 by Marc.Audy

	(4.17) Ensure that old user defined structs have their members properly marked as blueprint visible
	#jira UE-48346

Change 3586057 by Ben.Zeigler

	#jira UE-48413 Fix issue where running a dedicated server with a fixed framerate could cause a time crash because the "last time" was out of sync. Clarified code to indicate which times are real and which are logical. This manifested as a crash in EngineTest but could happen in any game with a fixed framerate

Change 3588211 by Marc.Audy

	PR #3889: Added BLUEPRINTGRAPH_API module specifier to the input nodes. (Contributed by karanseqwb)
	#jira UE-48318

Change 3588826 by Marc.Audy

	Don't ensure when connecting the output pin of a create delegate node to a wildcard input
	#jira UE-48157

Change 3588827 by Marc.Audy

	Always throw error when unable to validate a link connection instead of allowing totally broken content to compile

Change 3588872 by Ben.Zeigler

	#jira UE-48457 Add Export To CSV to content browser/asset audit windows that are in the column view. This is useful for preparing memory/disk usage reports

Change 3589134 by Dan.Oconnor

	Mirror 3585244 from Release 4.17
	Run actor construction via UBlueprint::BroadcastCompiled after reinstancing, matching non-compilation manager behavior
	#jira UE-48189

Change 3589140 by Dan.Oconnor

	Mirror 3588406 from Release-4.17
	Set "WorldContext" metadata earlier in the compilation process, so that it can be used reliably in other blueprints. This fixes occasionally 'None' WorldContext references

	#jira UE-48464

Change 3589141 by Dan.Oconnor

	Mirror 3588681 from Release-4.17
	Set Default values and CallInEditor meta data for event nodes

	#jira UE-48386

Change 3590690 by Ben.Zeigler

	#jira UE-48509 Fix crash in incremental cook when a file in the incremental cook was deleted from p4

Change 3590909 by Ben.Zeigler

	#jira UE-48509 Fix crash in incremental cooker when DDC data is not built for a package that is skipped for rebuilding. The cached data would not be checked for completness, but would assert becuase it was not complete.
	WillNeverCacheCookedPlatformDataAgain no longer does anything other than assert, so remove it.

Change 3591386 by Marc.Audy

	Split pins are now correctly handled when expanding macros and functions.
	#jira UE-47747

Change 3591939 by Dan.Oconnor

	Mirror 3591923 from Release-4.17
	Split ReplaceInstancesOfClass_Inner into two passes, one for objects and one for actors because actor reconstruction needs all components to be of final class type (e.g. not REINST_ or HOT_RELOAD_)
	#jira UE-48250

Change 3593243 by Marc.Audy

	PR #3910: Add FQuat initialization from FString (Contributed by cneumann)
	#jira UE-48534

Change 3593407 by Marc.Audy

	Properly expose Lex::To/FromString for FName

Change 3593648 by Marc.Audy

	Refactor AActor::PostEditUndo to have a single implementation to avoid incosistent fixes

Change 3593917 by Marc.Audy

	Improved comment

Change 3594501 by Marc.Audy

	Fix biased shuffle algorithm
	#jira UE-48432

Change 3594699 by Ben.Zeigler

	#jira UE-48555 Fix crash where async loading flush update callback was happening in the async loading thread, it's supposed to be a game delegate
	Fix InstancedStaticMesh to not ensure when loaded via the async loading thread

Change 3595327 by Phillip.Kavan

	#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.

	Change summary:
	- Added a few additional Slate editor style descriptors specifically for the Find Results tab.
	- Added a private dependency on the 'WorkspaceMenuStructure' module to the 'Kismet' editor module.
	- Added a new Blueprint Editor settings option to the "Workflow" section to toggle the feature on/off (now set to 'on' by default).
	- Added a UBluepriintEditorSettings::PostEditChangeProperty() implementation to reset FiB state upon changing the experimental toggle switch.
	- Modified the FFindResultsSummoner ctor to use an alternate tooltip when the feature is turned on. In that case the "local" Find Results tab will always search only the local BP context.
	- Modified FBlueprintEditor::OnRequestClose() to additionally find and close the local Find Results tab if the feature is turned on and we're not in a full BP editor context. This ensures that the local Find Results tab context will be reset to hidden if the option is toggled while a defaults-only BP editor context is active.
	- Modified FBlueprintEditor::SummonSearchUI() to invoke the global Find Results tab if the feature is turned on and 'bSetFindWithinBlueprint' is true.
	- Simplified FBlueprintEditor::FindInBlueprint_Clicked() and FBlueprintEditor::FindInBlueprints_OnClicked() to call SummonSearchUI().
	- Moved the FFindInBlueprintsResult declaration into FindInBlueprintManager.h. Also relocated the ExpandAllChildren API out of this class and into the localized FindInBlueprintsHelpers util class.
	- Added new FFindInBlueprintSearchManager public APIs - GetGlobalFindResults() and CloseAllGlobalResults(). Also added a delegate for handling cleanup after a global Find Results tab is closed.
	- When the feature is turned on, global Find Results tabs will be named "Find in Blueprints" to correlate to the menu command that's bound to CTRL-SHIFT-F. An index will be appended to the tab name if more than one context is active.
	- Extended FFindInBlueprintSearchManager to support spawning and maintaining up to 4 global Find Results widget contexts. These are registered and spawned as "nomad" tabs, but they don't currently auto-insert into the menu. Instead, they are invoked internally by the GetGlobalFindResults() API as needed, in response to the BP editor's "Find in Blueprints" command.
	- Extended the SFindInBlueprints widget to support a "locked" state and allow users to toggle it via an SButton. This is visible only in the global Find Results context.
	- Extended the SFindInBlueprints widget to support an additional "Find in All Blueprints" button on the local Find Results context. Clicking the button will invoke an unlocked global Find Results tab and initiate a global search with the text taken from the local context. This is visible only in the local Find Results context.
	- Removed the "Find in Current Blueprint only" checkbox from the local Find Results context when the feature is enabled. Global searches are instead redirected to the global Find Results tab.

Change 3596499 by Marc.Audy

	Fix non-editor CIS error

Change 3596653 by Marc.Audy

	When a transaction is cancelled the previous redo buffer will now be restored instead of lost
	#jira UE-48513

Change 3598187 by Ben.Zeigler

	Add ability for automation command line to run as remote session with Automation StartRemoteSession (SessionGuid). In this mode it waits for external clients to be ready
	Fix functional tests to work in editor builds with -game by forcing an asset registry scan

Change 3598193 by Ben.Zeigler

	Add support for -TcpMessagingListen=IP:port and TcpMessagingConnect=IP:Port command line options to the TCP messaging layer, this is used by automation to connect a specific device to an editor coordinator.

Change 3600168 by Marc.Audy

	(4.17.2) Protect against crash when ParentClass has become null for unknown reasons
	#jira UE-47467

Change 3600457 by Ben.Zeigler

	Fix issue where nonblocking BSD sockets on some platforms may return EINPROGRESS on initial connect, which should not be treated as an error

Change 3600462 by Ben.Zeigler

	Remove platform whitelist from TcpMessaging plugin, this was effectively blocking it on all other platforms

Change 3600685 by Marc.Audy

	(4.17.2) ParentClass is known to be able to be null if a class has been deleted without redirector. Allow the class to be marked deprecated under this circumstance.
	#jira UE-47467

Change 3600859 by Marc.Audy

	(4.17.2) Prevent error pop ups about failing to save world due to save on compile of blueprints
	#jira UE-48672

Change 3600918 by Marc.Audy

	Transient child actor components should create transient child actors.
	#jira UE-48605

Change 3601012 by Ben.Zeigler

	Fix TCP Messaging system to work better on non desktop by sleeping for some real time during the thread tick.
	Add verbose logs and fix warning spam about thread stats being duplicated by renaming the thread per connection.

Change 3602595 by Marc.Audy

	(4.17.2) PR #3930: Fix compiler error for PS4 if a nativized blueprint invokes a method of its own through interface (Contributed by hillin)
	#jira UE-48684

Change 3602644 by Ben.Zeigler

	Add game game thread asserts to streamable manager to track down possible async loading thread issues

Change 3602745 by Ben.Zeigler

	Add Tolerance parameters to AssertEqual_Rotator and Transform, Vector and Float already had them

Change 3602807 by Phillip.Kavan

	#jira UE-48426
	- Fix runtime crash in a nativized child Blueprint that includes a parent function call node in a replicated function implementation.

	Change summary:
	- Modified FBlueprintCompilerCppBackend::EmitCallStatmentInner() to append the "_Implementation" postfix to parent RPC calls in a child class RPC implementation.

Change 3602856 by Ben.Zeigler

	Fix fixed frame rate to be more stable by computing delta time as doubles, to avoid rounding issues

Change 3602903 by Marc.Audy

	Allow Scale to be set on an AnimNotify as well as the spawn emitter gameplay statics
	#jira UE-39362

Change 3602963 by Marc.Audy

	PR #3762: DisableHaptics disables haptics properly (Contributed by projectgheist)
	#jira UE-46960

Change 3603249 by Marc.Audy

	Prevent compilation of a blueprint containing a child actor component to mark the blueprint the child actor's class dirty
	#jira UE-43328

Change 3603311 by Ben.Zeigler

	Add -nocodesign option to disable code signing during staging

Change 3603504 by Ben.Zeigler

	#jira UE-27124 Fix crash during PIE by ensuring the world package PIE flag is always set, even if it's loaded via redirector

Change 3604790 by Marc.Audy

	Fix inability to undo Add Pin via context menu to make container nodes.
	#jira UE-48751

Change 3605079 by mason.seay

	Renamed component from Cube to Cylinder, because it's actually a Cylinder

Change 3605113 by Mieszko.Zielinski

	PR #3927: Fixed issue of behavior if setting InfiniteLoopTimeoutTime variable (Contributed by yhase7)


Change 3605276 by mason.seay

	Fixed comment error in level bp

Change 3605706 by Zak.Middleton

	#ue4 - Fix redundant GetDefault<>.

	#jira none

Change 3605850 by Zak.Middleton

	#ue4 -  Fix client assert when trying to send RPCs while connection is pending closure due to queued bunches. ChIndex is -1 during this time, though the channel is not actually closed. Added ensure when calling SendBunch() under this condition to catch future cases like this.

	(Mirror CL 3602849 in Fortnite)

	#jira FORT-51215, UT-6139

Change 3607677 by Dan.Oconnor

	Mirror 3597636 from Release-4.17
	Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
	#jira UE-48524

Change 3607704 by Dan.Oconnor

	Back out changelist 3607677 - want to obliterate integration record

Change 3607727 by Dan.Oconnor

	Mirror 3597636 from Release-4.17 - now with integrations converted to edits
	Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
	#jira UE-48524

Change 3607735 by Dan.Oconnor

	Mirror 3606248 from Release-4.17
	When copying data from old archetypes to new archetypes we want to use delta's from the old instances, but only when reliable (e.g. not CDO)

	#jira UE-48697, UE-48465

Change 3607919 by Ben.Zeigler

	#jira UE- 48815
	Fix issue where StreamableHandle CompletedDelegate wasn't being reset after being called. If this had a payload pointing to the handle the handle would then be kept alive forever due to the reference counting, causing bad memory leaks
	Copy of CL #3607743

Change 3608447 by mason.seay

	Fixing deprecated node

Change 3608779 by Ben.Zeigler

	#jira UE-48762 Do not rename a PIE world in place if it was loaded by redirector, this corrupts the redirector and later crashes if used again

Change 3609860 by Marc.Audy

	Allow uint8:1 properties to be used as expose on spawn

	#jira FORT-52043

Change 3609877 by Marc.Audy

	Reduce size of UProperty and UWidgetBlueprintGeneratedClass by 8 bytes
	Reduce size UBlueprintGeneratedClass by 32 bytes

	#jira FORT-52043

Change 3609944 by Marc.Audy

	Remove unused per instance physics create/destroyed delegates from UActorComponent (reduce size by 224 bytes)

Change 3610009 by mason.seay

	Moving assets to another folder for organization

Change 3610840 by Ben.Zeigler

	#jira UE-47351 Fix multiple launch ons inside the editor to correctly detect changed source files by refreshing the asset registry each time.
	Packages are now always saved to disk before launch on so we just need to load the data off disk and then refresh the registry generators.

Change 3610961 by Ben.Zeigler

	Fix it so when a test times out it writes out the full report with a proper error
	Fix typo with ErrorCount

Change 3611183 by Marc.Audy

	(4.17.2) Don't crash clicking the variable of a deleted component
	#jira UE-47678

Change 3611262 by Ben.Zeigler

	#jira UE-41412 Fix Delegate ImportText to check the outer chain for owning object before searching all packages, this fixes several issues with copy-pasting actors that have bound delegates

Change 3611667 by Phillip.Kavan

	#jira UE-48450
	- Fix UHT C++ codegen compile error (regression) after choosing to package with Blueprint nativization enabled if the project includes a converted User-Defined Structure asset.

Change 3612641 by Marc.Audy

	Private StaticMesh, remove deprecation warning

Change 3612990 by Marc.Audy

	Reduce memory footprint of UClass

Change 3613137 by Ben.Zeigler

	#jira UE-44570 Fix issue with GUID struct customization where it would generate a post edit after modifying only the first element in the GUID, which caused the property handle to get invalidated

Change 3613161 by Ben.Zeigler

	#jira UE-48372 Add InRange (Int) for Blueprints, and cleanup KismetMathLibrary.h comments
	PR #3899

Change 3613192 by Ben.Zeigler

	#jira UE-48366 PR #3895 Fix missing small icons within the blueprint Merge and diff tools

Change 3613320 by Mason.Seay

	Submitting deleted redirectors

Change 3613321 by Marc.Audy

	Shrink AActor 32 bytes

Change 3613326 by Marc.Audy

	Move Serialize to be editoronly

Change 3613358 by Phillip.Kavan

	#jira UE-48525 - Fix non-native script interface property value initialization for nativized Blueprint class default objects.

	Change summary:
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to special-case interface property values when emitting initialization code for converted class subobjects.

Change 3613827 by Marc.Audy

	Combine material parameter caches of UMeshComponent in to a single sorted map instead of 3 independent maps (saves ~224 bytes)

Change 3613841 by Ben.Zeigler

	#jira UE-48800 Fix crash with undoing blueprint changes while blueprint differ is open, it now listens for blueprint changes

Change 3614031 by Marc.Audy

	Fix initialization order

Change 3614033 by Marc.Audy

	Use Reset instead of Empty in get functions

Change 3615211 by Ben.Zeigler

	Fix CIS warning

Change 3615386 by Ben.Zeigler

	#jira UE-48976 Fix crash compiling user struct when out of date nodes point to it

Change 3615571 by Ben.Zeigler

	#jira UE-48974 Fix crash trying to reconnect blueprint pins with null connections

Change 3615844 by Marc.Audy

	(4.17.2) Reexpose WeightedBlendables/Post Process Materials to blueprints
	#jira UE-48977

Change 3615887 by Marc.Audy

	(4.17.2) Don't crash getting context menu actions if the variable get doesn't have a value pin
	#jira UE-48970

Change 3615965 by Dan.Oconnor

	Make sure that depedent blueprints are bytecode recompiled (e.g. child blueprints that are also dependent must also be bytecode recompiled), also no longer call RefreshNodes on dependent blueprints of interfaces, as this is no longer needed and can result in incoherent skeleton class hierarchies

	#jira UE-48429, UE-48433, UE-48437, UE-48445, UE-48692

Change 3616149 by mason.seay

	Updated BP for more thorough Find in BP testing

Change 3616261 by Dan.Oconnor

	Mirror 3594264 and 3594798 from Release-4.17
	Fix crash after compiling a blueprint that has an invalid ParentClass
	#jira UE-48430, UE-48903

Change 3616816 by Zak.Middleton

	#ue4 - Add GetTargetRotation() to SpringArmComponent, which returns the rotation target based on the combination of various rotation setting flags (bUsePawnControlRotation, bInheritPitch, bInheritYaw, bInheritRoll, absolute rotation flags).

	#jira UE-48351

Change 3616934 by Phillip.Kavan

	#jira UE-48877 - Close a disabled new-style global find tab if docked after restoring a previously-saved Blueprint editor layout.

	Change summary:
	- Modified FBlueprintEditor::PostLayoutBlueprintEditorInitialization() to close any active global tabs after restoring from a saved layout if the option is disabled.

Change 3616946 by Phillip.Kavan

	#jira UE-48595 - Global FiB Results are now accessible through the main Window menu.

Change 3618007 by Marc.Audy

	(4.17.2) Ensure that RootComponent is correct after undo/redo
	#jira UE-48995

Change 3618014 by Phillip.Kavan

	#jira UE-49025 - Fix global FiB menu item names.

Change 3618206 by Dan.Oconnor

	Make sure instances in the same package as a UBlueprintGeneratedClass are properly created after the CDO

	#jira UE-47991, UE-47726

Change 3618211 by Dan.Oconnor

	Fix 'bad' USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TEST - this is only broken until we get the fix from core that restores CLASS_Intrinsic

Change 3618299 by Zak.Middleton

	#ue4 - Fix comment in GetComponents (UActorComponent version)

	#jira none

Change 3618409 by Marc.Audy

	Make linker placeholder properly support map and set properties
	#jira UE-48925

Change 3618436 by Marc.Audy

	Fix shadow variable

Change 3618682 by Ben.Zeigler

	Fix issue where pressing escape or losing focus while using a SpinBox would leave the UI in a state where the SpinBox could never be used again, caused by CL #3173966. Also fix the initial value to be correct the first time it is dragged

Change 3618783 by Ben.Zeigler

	Fix several issues with the Component Transform details UI
	#jira UE-48959 Fix it so the world/relative transform type bools are correctly propagated to inherited components when modified via editor customizations
	#jira UE-48963 Refactor Transform customization to handle paste and reset to default as atomic operations, allowing them to work properly on blueprint component instances
	#jira UE-48960 Correctly notify blueprint system when component transforms are changed
	#jira UE-4311 Preserve exact rotation typed into component rotation field in most cases
	Fix the "Reset to Defaults" icon to be correct in transform details

Change 3618904 by Ben.Zeigler

	#jira UE-489999 Fix blueprint breakpoint crash when breakpoint data is out of date with UI

Change 3618984 by Zak.Middleton

	#ue4 - Reduce memory churn/allocations when duplicating for PIE.

	#jira none

Change 3619895 by Marc.Audy

	Very minor cleanup

Change 3620129 by Marc.Audy

	PR #3958: Exposing GetOwningPlayerController and GetOwningPawn as public in AHUD. (Contributed by ill)
	#jira UE-49083

Change 3620350 by Lukasz.Furman

	restored intended behavior of path following's acceptance radius: additive with goal and agent radii (included when FAIMoveRequest flags allow it)
	copy of CL# 3618825, 3618828
	#ue4

Change 3620628 by Zak.Middleton

	#ue4 - Moved hardcoded limits on FCollisionShape extents to a static value and refactored external code to reference that instead.

	Fixed Capsules where axis length (half-height - radius) < 1 were clamped to a new capsule with axis length of 1. Changed the clamp threshold to 1e-4 and changed FPhysXShapeAdaptor to use a Sphere instead when Radius >= HalfHeight.

	This would cause sweeps using the capsule params to use a capsule of a different size, up to 1 UU different along the axis.

	#jira UE-49035

Change 3620700 by Lukasz.Furman

	moved blackboard decortator's version of requesting abort to parent class, so all decorators can use it with external events
	#ue4

Change 3620716 by mason.seay

	Test map for flow control save issue

Change 3620723 by mason.seay

	Minor improvement

Change 3620792 by Ben.Zeigler

	Clang doesn't like template specializations in classes, switch to an overload instead to fix CIS

Change 3621084 by Marc.Audy

	Fix NegateInt/Float in StandardMacros
	#jira UE-36242
	#jira UE-36470

Change 3621152 by Marc.Audy

	Fix backwards compatibility on FEdGraphPinType for particularly old blueprints.
	#jira UE-49111

Change 3621246 by mason.seay

	Test BP for UE-48800

Change 3621257 by Michael.Noland

	Animation: Corrected a comment on the LegIK node

Change 3621480 by Zak.Middleton

	#ue4 - Added FTransform::TransformRotation(FQuat) and FTransform::InverseTransformRotation(FQuat). Added matching Blueprint library functions taking FRotator.

	#jira UE-39088
	#github PR 2985 (modified)

Change 3621685 by Phillip.Kavan

	#jira UE-49024 - Add/remove global FiB menu items from the Main Menu when the global FiB option is enabled/disabled.

	Change summary:
	- Added FFindInBlueprintSearchManager::EnableGlobalFindResults(). Now using this API to enable/disable both the Main menu items as well as the global FiB workflow change within the BP editor context.
	- Renamed FFindInBlueprintSearchManager::CloseAllGlobalResults() to CloseOrphanedGlobalFindResultsTabs(). This is now being called to clean up any orphaned global FiB tabs when opening the BP editor context.

Change 3622629 by Marc.Audy

	Reduce memory footprint of UMG/Slate classes: UWidget, UBorder, UImage, UUserWidget, SWidget, SButton, SOverlay, SBoxPanel, SInlineEditableTextBlock, FSlateFontInfo, EVisibility, FSlateBrush, FCheckBoxStyle, FButtonStyle, FComboBoxStyle

Change 3622779 by Zak.Middleton

	#ue4 - Rename USceneComponent::bWorldToComponentUpdated to bComponentToWorldUpdated (since the transform is called ComponentToWorld).

	#jira none

Change 3623020 by Marc.Audy

	Fix initialization order

Change 3623021 by Marc.Audy

	Reorganize USceneComponent to improve cache coherency

Change 3623261 by Ben.Zeigler

	#jira UE-48555: Fix for corruption of shared pointers by the async loading thread. It is unsafe to copy delegates by value on the async loading threads because they may have shared pointers on them that are being used by the main thread. Instead of copying by value, we now allocate once on the game thread and copy by TUniquePtr.

Change 3623294 by Marc.Audy

	Realign UActorComponent to avoid members crossing cache lines

Change 3623383 by Marc.Audy

	Compress UParticleSystemComponent and fix up cases of members crossing cache lines

Change 3623492 by Marc.Audy

	(4.17.2) Fix pin values on function nodes not correctly carrying the value between reloads/refreshes
	#jira UE-49189
	#jira UE-49196

Change 3623573 by Ben.Zeigler

	#jira UE-49223 Fix crash when undoing changes to actors that have been recompiled. We need to skip most of PostEditUndo when the class is out of date and this got broken in a recent refactor

Change 3623642 by Dan.Oconnor

	Make sure we don't attempt to defer exports that rely on CDOs that have been regenerated

	#jira UE-49211

Change 3623719 by Marc.Audy

	PR #3387: Added new Swap method (blueprint KismetArrayLibrary). (Contributed by RChehowski)
	#jira UE-42970

Change 3624191 by Marc.Audy

	Cache GetWorld()

Change 3624232 by Marc.Audy

	Remove accidentally checked in change

Change 3624688 by Marc.Audy

	PR #3491: Client play force feedback can now ignore time dilation. (Contributed by miracle7)
	Force feedback component can also ignore time dilation
	#jira UE-44155

Change 3624880 by Marc.Audy

	PR #3970: SpawnObject not checking for a nullptr causing an editor crash

Change 3625740 by Mason.Seay

	Check in the correct file this time...

Change 3625806 by Ben.Zeigler

	#jira UE-48555 Code review fix for async loading thread fixes, disable an assert when cancel is called in non-EDL, and add comment + assert if Cancel is re-enabled for EDL in the future

Change 3626128 by Marc.Audy

	Fix dragging off component tree in to graph showing an error message
	#jira UE-49114

Change 3626655 by Ben.Zeigler

	#jira OR-43846 Fix asset import objects to correctly load off disk again. They aren't marked as SubObjects so the special case code to add the NeedsLoad flag wasn't getting hit. Change it so in the editor it marks all unloaded subobjects as needs load, need to talk to Core about rather this fix should be editor specific or not

Change 3626740 by Marc.Audy

	Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
	#jira UE-49276

Change 3626831 by Marc.Audy

	Remove BOM

Change 3627162 by Phillip.Kavan

	#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.

	- Regression introduced in CL# 3613358.

Change 3628051 by Marc.Audy

	Fix spelling of redundant
	#jira UE-49343

Change 3596437 by Marc.Audy

	Don't copy metadata unnecessarily

Change 3613302 by Marc.Audy

	Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 56 bytes exclusive)
	Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
	Reduce size of USceneComponent by 112 bytes.
	Reduce size of FLightingChannels from 3 bytes to 1.
	Reduce size of FBodyInstance by 16 bytes.

Change 3620363 by Lukasz.Furman

	split UBTTask_MoveTo.bStopOnOverlap flag to separate goal & agent parts to match actual parameters of AI move request, added simple versioning for behavior tree nodes
	copy of CL# 3620248
	#ue4

Change 3622569 by Marc.Audy

	Remove unnecessarily deprecated visibility member and use redirect instead

Change 3624879 by Marc.Audy

	Add a deprecated version of ClientPlayForceFeedback for backwards compatibility.
	Adjust existing game calls to ClientPlayrForceFeedback to use new API

[CL 3628687 by Marc Audy in Main branch]
2017-09-06 14:17:59 -04:00
Marc Audy
eaccf4135c Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3431439 by Marc.Audy

	Editor only subobjects shouldn't exist in PIE world
	#jira UE-43186

Change 3457323 by Marc.Audy

	Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world

	#jira UE-45087

Change 3499927 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker

	#jira UE-43458

Change 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3522783 by Zak.Middleton

	#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).

Change 3544641 by Dan.Oconnor

	Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names

	#jira OR-38176

Change 3544645 by Dan.Oconnor

	In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
	#jira UE-45248

Change 3545023 by Marc.Audy

	Properly encapsulate FPinDeletionQueue
	Fix ensure during deletion of split pins when not clearing links
	Fix split pins able to end up in delete queue twice during undo/redo

Change 3545025 by Marc.Audy

	Properly allow changing the pin type from a struct that is split on the node
	#jira UE-47328

Change 3545455 by Ben.Zeigler

	Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
	Copy of CL#3544474

Change 3545456 by Ben.Zeigler

	Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
	Copy of CL #3544374

Change 3545547 by Ben.Zeigler

	CIS Fix

Change 3545568 by Michael.Noland

	PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)

	#jira UE-46845

Change 3545582 by Michael.Noland

	Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
	Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
	[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]

Change 3546528 by Ben.Zeigler

	#jira UE-47548
	Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance

Change 3546544 by Marc.Audy

	Fix split pin restoration logic to deal with wildcards and variations in const/refness

Change 3546551 by Marc.Audy

	Don't crash if the struct type is missing for whatever reason

Change 3547152 by Marc.Audy

	Fix array exporting so you don't end up getting none instead of defaults
	#jira UE-47320

Change 3547438 by Marc.Audy

	Fix split pins on class defaults
	Don't cause a structural change when reapplying a split pin as part of node reconstruction
	#jira UE-46935

Change 3547501 by Ben.Zeigler

	Fix ensure, it's valid to pass a null path for a dynamic asset

Change 3551185 by Ben.Zeigler

	#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated

Change 3551723 by Ben.Zeigler

	Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors

Change 3553216 by Phillip.Kavan

	#jira UE-39303, UE-46268, UE-47519
	- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.

	Change summary:
	- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
	- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
	- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
	- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
	- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
	- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
	- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
	- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).

Change 3553301 by Ben.Zeigler

	Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead

Change 3553631 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.

	#jira UE-43458

Change 3553799 by Ben.Zeigler

	Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
	Copy of CL #3553781

Change 3553896 by Michael.Noland

	Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
	#jira UE-31031

Change 3553897 by Michael.Noland

	Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
	#jira UE-37862

Change 3553898 by Michael.Noland

	Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)

Change 3553909 by Michael.Noland

	Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
	#jira UE-19710

Change 3554517 by Michael.Noland

	Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
	#jira UE-21810

Change 3554664 by Michael.Noland

	Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)

	#jira UE-27121

Change 3554831 by Dan.Oconnor

	Non editor build fix

Change 3554834 by Dan.Oconnor

	Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on

	#jira UE-40438

Change 3556157 by Ben.Zeigler

	Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups

Change 3557775 by Michael.Noland

	Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
	#jira UE-36090

Change 3557777 by Michael.Noland

	Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
	PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
	#jira UE-47024

Change 3560510 by Michael.Noland

	Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
	#jira UE-38912

Change 3560563 by Michael.Noland

	Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)

Change 3561443 by Ben.Zeigler

	Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
	Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change

Change 3561658 by Michael.Noland

	Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
	- Added a key binding for Goto Definition (Alt+G)
	- Added a key binding for Find References (Shift+Alt+F)
	- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
	- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
	- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition

Change 3562291 by Ben.Zeigler

	Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case

Change 3562292 by Ben.Zeigler

	#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
	When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
	Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
	Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name

Change 3564814 by Ben.Zeigler

	#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves

Change 3566707 by Dan.Oconnor

	Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)

	#jira None

Change 3566717 by Michael.Noland

	Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)

Change 3566771 by Michael.Noland

	Editor: Fixing deprecation warning

	#jira UE-47922

Change 3567023 by Michael.Noland

	Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
	Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
	#jira UE-46473

Change 3567304 by Ben.Zeigler

	Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
	This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code

Change 3567398 by Ben.Zeigler

	Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance

Change 3567729 by Michael.Noland

	Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"

Change 3567739 by Ben.Zeigler

	Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter

Change 3567741 by Ben.Zeigler

	Disable optimization for a path test that was crashing in VC2015 in a monolithic build

Change 3568332 by Mieszko.Zielinski

	Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4

	#jira UE-47948

Change 3568676 by Michael.Noland

	Blueprints: Allow editing the tooltip of each enum value in a user defined enum

	#jira UE-20036

	Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata

Change 3569128 by Michael.Noland

	Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
	#jira UE-46852

Change 3569207 by Michael.Noland

	Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
	#jira UE-8708

Change 3569208 by Michael.Noland

	Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
	#jira UE-20036

Change 3569209 by Michael.Noland

	Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
	#jira UE-16085

Change 3570177 by Michael.Noland

	Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)

	#jira UE-47962

Change 3570179 by Michael.Noland

	Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited

Change 3570192 by Michael.Noland

	Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
	#jira UE-20709

Change 3571203 by Michael.Noland

	Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
	- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
	- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
	- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
	- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes

Change 3571224 by Michael.Noland

	Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
	Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)

	#jira UE-29848
	#jira UE-34698

Change 3571279 by Michael.Noland

	Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)

Change 3571282 by Michael.Noland

	Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint

Change 3571284 by Michael.Noland

	Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)

Change 3571311 by Ben.Zeigler

	Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
	All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator

Change 3571313 by Ben.Zeigler

	Several fixes to automation framework to allow it to work better with Cooked builds.
	Change it so the automation test list is a single  message. There is no guarantee on order of message packets, so several tests were being missed each time.

Change 3571485 by mason.seay

	Test map for Make Set bug

Change 3571501 by Ben.Zeigler

	Accidentally undid the UHT fixup for TAssetPtr during my bulk rename

Change 3571531 by Ben.Zeigler

	Fix warning messages

Change 3571591 by Michael.Noland

	Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
	#jira UE-48024

Change 3572938 by Michael.Noland

	Blueprints: Fixed a typo in a set function comment

	#jira UE-48036

Change 3572941 by Michael.Noland

	Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
	#jira UE-38624

Change 3574816 by mason.seay

	Renamed asset to better reflect name of object reference

Change 3574985 by mason.seay

	Updated comments and string outputs to list Soft Object Reference

Change 3575740 by Ben.Zeigler

	#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate

Change 3575795 by Ben.Zeigler

	#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds

Change 3576374 by mason.seay

	Forgot to submit the deleting of a redirector

Change 3576966 by Ben.Zeigler

	#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands

Change 3577002 by Marc.Audy

	Prevent wildcard pins from being connected to exec pins
	#jira UE-48148

Change 3577232 by Phillip.Kavan

	#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.

	Change summary:
	- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).

Change 3577710 by Dan.Oconnor

	Mirror of 3576977:
	Fix for crash when loading cooked uassets that reference functions that are not present
	#jira UE-47644

Change 3577723 by Dan.Oconnor

	Prevent deferring of classes that are needed to load subobjects

	#jira UE-47726

Change 3577741 by Dan.Oconnor

	Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17

Change 3578938 by Ben.Zeigler

	#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
	Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems

Change 3578947 by Marc.Audy

	(4.17) Properly expose members of DialogueContext to blueprints
	#jira UE-48175

Change 3578952 by Ben.Zeigler

	Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating

Change 3579315 by mason.seay

	Test map for Make Container nodes

Change 3579600 by Ben.Zeigler

	Disable window test on non-desktop platforms as they cannot be resized post launch

Change 3579601 by Ben.Zeigler

	#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue

Change 3579713 by Dan.Oconnor

	Prevent crashes when bluepints implement an interface that was deleted
	#jira UE-48223

Change 3579719 by Dan.Oconnor

	Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data

	#jira UE-48240

Change 3579745 by Michael.Noland

	Blueprints: Improve categorization and reordering support in 'My Blueprints'
	- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
	- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
	- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
	- Added support for renaming categories using F2

	Known issues (none are regressions):
	- Timelines cannot be moved to other categories or reordered
	- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
	- Some actions do not support undo

	#jira UE-31557

Change 3579795 by Michael.Noland

	PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
	#jira UE-48105

Change 3580463 by Marc.Audy

	(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
	#jira UE-47523

Change 3581073 by Marc.Audy

	Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
	Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes

Change 3581156 by Ben.Zeigler

	#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
	Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins

Change 3581473 by Ben.Zeigler

	Properly turn off optimization for PS4 test

Change 3582094 by Marc.Audy

	Fix anim nodes not navigating to their graph on double click
	#jira UE-48333

Change 3582157 by Marc.Audy

	Fix double-clicking on animation asset nodes not opening the asset editors

Change 3582289 by Marc.Audy

	(4.17) Don't crash when adding a streaming level that's already in the level
	#jira UE-48928

Change 3545435 by Ben.Zeigler

	#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
	FStringAssetReference -> FSoftObjectPath
	FStringClassReference -> FSoftClassPath
	TAssetPtr -> TSoftObjectPtr
	TAssetSubclassOf -> TSoftClassPtr
	The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
	This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
	Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
	Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
	Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
	Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds

Change 3567760 by Ben.Zeigler

	Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
	Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
	Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
	Change actor merging tests to be editor only, this stops them from cooking
	Several individual tests crash on cooked builds, I started threads with the owners of those

Change 3575737 by Ben.Zeigler

	#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
	As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
	Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
	#jira UE-27124 Fix several possible crashes with changing levels while in PIE

Change 3578806 by Marc.Audy

	Fix Construct Object not working correctly with split pins.
	Add Construct Object test cases to functional tests.
	Added split pin expose on spawn test cases.
	#jira UE-33924

[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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]
2016-11-23 15:48:37 -05:00
Matt Kuhlenschmidt
67a0d73fa0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden
#rb none

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

Change 3051464 on 2016/07/15 by Nick.Darnell

	Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map.  Some UI improvements, easier access to the automation system.  Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.

Change 3051465 on 2016/07/15 by Nick.Darnell

	Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.

Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt

	Fixed material editor viewport messages being blocked by viewport toolbar

Change 3052025 on 2016/07/15 by Nick.Darnell

	Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.

Change 3053508 on 2016/07/18 by Stephan.Jiang

	Copy,Cut,Paste tracks, not for mastertracks yet.

	#UE-31808

Change 3054723 on 2016/07/18 by Stephan.Jiang

	Small fixes for typo & comments

Change 3055996 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received

Change 3056106 on 2016/07/19 by Trung.Le

	Back out changelist 3055996. Build break.

Change 3056108 on 2016/07/19 by Stephan.Jiang

	Updating "SoundConcurrency" asseticon

Change 3056389 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received
	#jira UE-33339

Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt

	More perf selection improvements:
	- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path

Change 3056758 on 2016/07/19 by Stephan.Jiang

	Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.

Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt

	Another fix for selecting lots of objects taking forever.  This one is due to repeated Modify calls if there are groups in the selection.  Each group actor selected iterates through each object selected during USelection::Modify!

Change 3057635 on 2016/07/20 by Stephan.Jiang

	Updating visual logger icon UI

Change 3057645 on 2016/07/20 by Richard.TalbotWatkin

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3057868 on 2016/07/20 by Richard.TalbotWatkin

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.

	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.

	- Added a custom version for SplineComponent and provded serialization fixes.

	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.

	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.

	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.

	- Allowed an explicit loop point to be specified for closed splines.

	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.

	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.

	- Fixed the logic which determines whether the UCS has modified the spline curves.

	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.

	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.

	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3057895 on 2016/07/20 by Richard.TalbotWatkin

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3057966 on 2016/07/20 by Richard.TalbotWatkin

	Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport

Change 3058009 on 2016/07/20 by Richard.TalbotWatkin

	Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.

Change 3058047 on 2016/07/20 by Stephan.Jiang

	Fixing error on previous CL: 3056758
	(extra qualification)

Change 3058266 on 2016/07/20 by Nick.Darnell

	Automation - Work continues on automation integrating some ideas form a licensee.  Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things.  The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.

Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt

	PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)

Change 3059214 on 2016/07/21 by Richard.TalbotWatkin

	Further fixes to visualizers following Component Visualizer API change.

Change 3059260 on 2016/07/21 by Richard.TalbotWatkin

	Template specialization not allowed in class scope, but Visual Studio allows it anyway.  Fixed for clang.

Change 3059543 on 2016/07/21 by Stephan.Jiang

	Changeing level details icon

Change 3059732 on 2016/07/21 by Stephan.Jiang

	Directional Light icon update

Change 3060095 on 2016/07/21 by Stephan.Jiang

	Directional Light editor icon asset changed

Change 3060129 on 2016/07/21 by Nick.Darnell

	Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes.  This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.

Change 3061735 on 2016/07/22 by Stephan.Jiang

	Improve UMG replace with in HierarchyView function

	#UE-33582

Change 3062059 on 2016/07/22 by Stephan.Jiang

	Strip off "b" in propertyname in replace with function for tracks.

Change 3062146 on 2016/07/22 by Stephan.Jiang

	checkin with CL: 3061735

Change 3062182 on 2016/07/22 by Stephan.Jiang

	Change both animation bindings' widget name when renameing the widget so the slot content is still valid

Change 3062257 on 2016/07/22 by Stephan.Jiang

	comments

Change 3062381 on 2016/07/22 by Nick.Darnell

	Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.

Change 3062924 on 2016/07/25 by Chris.Wood

	Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.

	This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570

Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)

Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2619: added a search box to ModuleUI (Contributed by straymist)

Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt

	Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.

	https://jira.ol.epicgames.net/browse/UE-33651
	#jira UE-33651

Change 3063091 on 2016/07/25 by Alex.Delesky

	#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.

Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Fix large FName creation time when selecting thousands of objects

Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Modified how USelection stores classes.  Classes are now in a  TSet and can be accessed efficiently using IsClassSelected.  The old unused way of checking if a selection has a class by iterating through them is deprecated
	- USelection no longer directly checks if an item is already selected with a costly n^2 search.  The check is done by using the already existing UObject selected annotation
	- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels.  This is now left up to the caller to avoid
	- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached.  If a read address list is not passed in we'll not attempt to the work to populate it
	- Removed expensive checking for brush actors when any actor is selected

Change 3063749 on 2016/07/25 by Stephan.Jiang

	Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()

	#jira UE-33711

Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt

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

Change 3064612 on 2016/07/26 by Alex.Delesky

	#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.

Change 3064647 on 2016/07/26 by Alexis.Matte

	#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.

Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt

	Fixed typo

Change 3064795 on 2016/07/26 by Jamie.Dale

	Fixed typo in FLocalizationModule::GetLocalizationTargetByName

	#jira UE-32961

Change 3066461 on 2016/07/27 by Jamie.Dale

	Enabled stable localization keys

Change 3066463 on 2016/07/27 by Jamie.Dale

	Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes

Change 3066467 on 2016/07/27 by Jamie.Dale

	Updated internationalization archives to store translations per-identity

	This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.

	Major changes:
	 - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
	 - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
	 - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
	 - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
	 - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.

	Workflow changes:
	 - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
	 - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
	 - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
	 - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).

	Format changes:
	 - The archive version was bumped to 2.
	 - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.

	#jira UETOOL-897
	#jira UETOOL-898
	#jira UE-29481

Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt

	Attempt to fix linux compilation

Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed data tables with structs crashing due to recent editor selection optimizations

Change 3066886 on 2016/07/27 by Jamie.Dale

	Added required data to accurately detect TZ (needed for DST)

	#jira UE-28511

Change 3067122 on 2016/07/27 by Jamie.Dale

	Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).

	Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.

Change 3067227 on 2016/07/27 by Jamie.Dale

	Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)

Change 3067313 on 2016/07/27 by Richard.TalbotWatkin

	Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
	#jira UE-33669 - Crash in Dev-Editor

Change 3067736 on 2016/07/27 by Stephan.Jiang

	Border changes for experimental classes warning

Change 3067769 on 2016/07/27 by Stephan.Jiang

	HERE BE DRAGONS

	for experimental class warning

	#UE-33780

Change 3068192 on 2016/07/28 by Alexis.Matte

	#jira UE-33586 make sure we remove any false warning when running fbx automation test.

Change 3068264 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068293 on 2016/07/28 by Alex.Delesky

	#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.

Change 3068481 on 2016/07/28 by Stephan.Jiang

	Adding Options to show/hide soft & hard references & dependencies in References Viewer

	#jira UE-33746

Change 3068585 on 2016/07/28 by Richard.TalbotWatkin

	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.

Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt

	Fixed some issues with the selected classes not updating when objects are deselected

Change 3069335 on 2016/07/28 by Jamie.Dale

	Fixed unintended error when trying to load a manifest/archive that didn't exist
	Fixed a warning when trying to load a PO file that didn't exist

Change 3069408 on 2016/07/28 by Alex.Delesky

	#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.

Change 3069878 on 2016/07/29 by Jamie.Dale

	Fixed include casing

	#jira UE-33910

Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt

	PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)

Change 3071813 on 2016/08/01 by Jamie.Dale

	Fixed include casing

	#jira UE-33936

Change 3072043 on 2016/08/01 by Jamie.Dale

	Fixed FText formatting of pre-Gregorian dates

	We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.

	#jira UE-14504

Change 3072066 on 2016/08/01 by Jamie.Dale

	PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)

Change 3072149 on 2016/08/01 by Jamie.Dale

	We no longer use the editor culture when running with -game

Change 3072169 on 2016/08/01 by Richard.TalbotWatkin

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3072221 on 2016/08/01 by Jamie.Dale

	Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor

	#jira UE-33001

Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt

	Added ability to vsync the editor.  Disabled by default.  Set r.VSyncEditor to 1 to enable it.

	Reimplemented this change from the siggraph demo stream

Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt

	Removed unused code as suggested by a pull request

Change 3073750 on 2016/08/02 by Richard.TalbotWatkin

	Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.

Change 3073789 on 2016/08/02 by Jamie.Dale

	Added a way to mark text in text properties as culture invariant

	This allows you to flag properties containing text that doesn't need to be gathered.

	#jira UE-33713

Change 3073825 on 2016/08/02 by Stephan.Jiang

	Material Editor: Highligh all Nodes connect to an input.

	#jira UE-32502

Change 3073947 on 2016/08/02 by Stephan.Jiang

	UMG Project settings to show/hide different classes and categories in Palette view.

	--under Project Settings ->Editor->UMG Editor

Change 3074012 on 2016/08/02 by Stephan.Jiang

	Minor changes and comments for CL: 3073947

Change 3074029 on 2016/08/02 by Jamie.Dale

	Deleting folders in the Content Browser now removes the folder from disk

	#jira UE-24303

Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt

	Added missing stats to track pooled vertex and index buffer cpu memory
	A new slate allocator was added to track memory usage for this case.

Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt

	Renamed a few slate stats for consistency

Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt

	Moved geometry cache asset type to the animation category.  It is not a basic asset type

Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt

	Fix a few padding and sizing issues

Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt

	Settings UI improvements
	* Added the ability to search through all settings at once
	* Settings files which are not checked out are no longer grayed out.  The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly

	-------
	* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class.  This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
	*  Each top level object in a details panel will get their own customization instance.  This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
	*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.

Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt

	Removed FBX scene as a top level option in asset filter menu in the content browser.

Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt

	Mac warning fix

Change 3075603 on 2016/08/03 by Nick.Darnell

	Adding two new plugins to engine, one for editor and one for runtime based testing.  Currently the only consumer of these plugins is going to be the EngineTest project.

Change 3075605 on 2016/08/03 by Nick.Darnell

	Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.

Change 3076084 on 2016/08/03 by Jamie.Dale

	Added basic support for localizing plugins

	You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.

	You need to define the localization targets your plugin uses in its .uplugin file, eg)

		"LocalizationTargets": [
			{
				"Name": "Paper2D",
				"LoadingPolicy": "Always"
			}
		]

	"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.

	"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).

	UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).

	UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.

	#jira UE-4217

Change 3076123 on 2016/08/03 by Stephan.Jiang

	Extend "Select all input nodes" function to general blueprint editor

Change 3077103 on 2016/08/04 by Jamie.Dale

	Added support for underlined text rendering (including with drop-shadows)

	FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.

	FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).

	This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.

Change 3077842 on 2016/08/04 by Jamie.Dale

	Fixed fallout from API changes

Change 3077999 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078000 on 2016/08/04 by Trung.Le

	Categories VREditor-specific UMG widget assets as "VR Editor"
	#jira UE-34134

Change 3078056 on 2016/08/04 by Nick.Darnell

	Build - Fixing a mac compiler warning, reodering constructor initializers.

Change 3078813 on 2016/08/05 by Nick.Darnell

	Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.

Change 3078818 on 2016/08/05 by Nick.Darnell

	Additional rename and cleanup associated with test moving.

Change 3078819 on 2016/08/05 by Nick.Darnell

	Removing the Oculus performance automation test, not running, and was unclaimed.

Change 3078842 on 2016/08/05 by Nick.Darnell

	Continued reorganizing tests.

Change 3078897 on 2016/08/05 by Nick.Darnell

	Additional changes to get some moved tests compiling

Change 3079157 on 2016/08/05 by Nick.Darnell

	Making it possible to browse provider names thorugh the source control module interface.

Change 3079176 on 2016/08/05 by Stephan.Jiang

	Add shortcut Ctrl+Shift+Space to rotate through different viewport options

	#jira UE-34140

Change 3079208 on 2016/08/05 by Stephan.Jiang

	Fix new animation name check in UMG

Change 3079278 on 2016/08/05 by Nick.Darnell

	Fixing the build

Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt

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

Change 3081155 on 2016/08/08 by Nick.Darnell

	Fixing some issues with the editor tests / runtime tests under certain build configs.

Change 3081243 on 2016/08/08 by Stephan.Jiang

	Add gesture in LevelViewport to switch between Top/Bottom...etc.

Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt

	Work around animations not playing in paragon due to bsp rebuilds (UE-34391)

Change 3082254 on 2016/08/09 by Stephan.Jiang

	DragTool_ViewportChange init changes

[CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
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
Josh Adams
660ab7f0c9 Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2719147 on 2015/10/07 by Mark.Satterthwaite

	Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.

Change 2719182 on 2015/10/07 by Mark.Satterthwaite

	Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.

Change 2719185 on 2015/10/07 by Mark.Satterthwaite

	Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.

Change 2719434 on 2015/10/07 by Mark.Satterthwaite

	Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.

Change 2724764 on 2015/10/12 by Josh.Adams

	[Initial AppleTV support]
	Merging	//depot/YakBranch/... to //UE4/Dev-Platform/...

Change 2726266 on 2015/10/13 by Lee.Clark

	PS4 - Calc reserve size required for DMA copy when using unsafe command buffers

Change 2726401 on 2015/10/13 by Mark.Satterthwaite

	Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
	#jira UE-15228

Change 2726421 on 2015/10/13 by Lee.Clark

	PS4 - Don't try to clear invalid targets

Change 2727040 on 2015/10/13 by Michael.Trepka

	Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72

Change 2729783 on 2015/10/15 by Keith.Judge

	Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.

Change 2729847 on 2015/10/15 by Mark.Satterthwaite

	Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
	#jira UE-21992

Change 2729865 on 2015/10/15 by Keith.Judge

	Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.

Change 2729897 on 2015/10/15 by Keith.Judge

	Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.

Change 2729972 on 2015/10/15 by Keith.Judge

	Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.

	This should be marginally quicker as it stops a double call to ClearState().

Change 2731503 on 2015/10/16 by Keith.Judge

	Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2731928 on 2015/10/16 by Michael.Trepka

	PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)

Change 2731934 on 2015/10/16 by Michael.Trepka

	PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)

Change 2732018 on 2015/10/16 by Mark.Satterthwaite

	Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
	- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
	- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
	- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.

Change 2732365 on 2015/10/16 by Josh.Adams

	- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)

Change 2733170 on 2015/10/18 by Terence.Burns

	Fix for Android IAP query not returning entire inventory.

Change 2733174 on 2015/10/18 by Terence.Burns

	Fix Movie player issue where wait for movie to finish isnt being respected.

	Seems a stray bUserCanceled event flag was causing this not to be observed.

	Added some verbose logging to apple movie player.

Change 2733488 on 2015/10/19 by Mark.Satterthwaite

	Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
	- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
	- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.

Change 2735226 on 2015/10/20 by Mark.Satterthwaite

	Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
	#jira UE-21214
	#jira UE-19913

Change 2736722 on 2015/10/21 by Daniel.Lamb

	Improved performance of cooking stats system.

Change 2737172 on 2015/10/21 by Daniel.Lamb

	Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Marc Audy
e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Robert Manuszewski
aa11e3bbbf Merging UE4-Pretest @ 2042161 to UE4
Change 1996384 by Andrew Brown:
	322252 - EDITOR: Asset picker displays incorrect text when there are no filter results.
Change 1996385 by Andrew Brown:
	321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize()
Change 1996977 by Andrew Brown:
	309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint
Change 2034873 by Jaroslaw Palczynski:
	More robust VS installation detection.
Change 2039693 by Jaroslaw Palczynski:
	327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables
Change 1978978 by Jaroslaw Surowiec:
	- Removed obsolete AllowEliminatingReferences from the FArchive
Change 2020326 by Maciej Mroz:
	pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins
Change 2017608 by Maciej Mroz:
	pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo
Change 2017463 by Maciej Mroz:
	PinTypeSelector can lins unloaded UDStructs
Change 2019979 by Maciej Mroz:
	pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes
Change 2024469 by Maciej Mroz:
	MemberReference variable added to PinType. It's necessary for delegate's signature.
Change 2024049 by Maciej Mroz:
	HasExternalBlueprintDependencies added to UK2Node_DynamicCast
Change 2024586 by Maciej Mroz:
	FillSimpleMemberReference fix
Change 2024472 by Maciej Mroz:
	workaround for delegates signature in pintype removed.
Change 2023997 by Maciej Mroz:
	BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo.
Change 2021934 by Maciej Mroz:
	typo in a comment
Change 2020355 by Maciej Mroz:
	Back out changelist 2020342
Change 2022178 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint
Change 2021958 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint
Change 1986247 by Maciej Mroz:
	User Defined Structures: circle dependency fixed. Early version.
Change 1985107 by Maciej Mroz:
	UserDefinedStruct cannot have a field of a non-native type
Change 1986278 by Maciej Mroz:
	pretest ensureMsgf in Struct::link
Change 1986250 by Maciej Mroz:
	User Defined Struct: Non native classes are accepted types od values in structures.
Change 1980955 by Maciej Mroz:
	Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed.
Change 2041215 by Maciej Mroz:
	ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD.
Change 1984316 by Maciej Mroz:
	New User Defined Structure. WIP - there are still problems with circular dependencies.
Change 2011616 by Maciej Mroz:
	UserDefinedStructures - various problems fixed.
Change 2011609 by Maciej Mroz:
	more robust HasExternalBlueprintDependencies implementation
Change 2016697 by Maciej Mroz:
	pretest BP: UDStruct - default value propagation in cooked build
Change 2016288 by Maciej Mroz:
	pretest BP: UDStruct: Renaming variables wont break links from make/break nodes
Change 1987637 by Maciej Mroz:
	CustomStruct icons placeholders
Change 1987422 by Maciej Mroz:
	Better tooltips for variables in MyBlueprint
Change 1991387 by Maciej Mroz:
	UDStructures fixes:
Change 2029165 by Maciej Mroz:
	BP: better comment for incomatible pins
Change 2030016 by Maciej Mroz:
	8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints
Change 2030017 by Maciej Mroz:
	Unused UDStructure code removed (PPF_UseDefaultsForUDStructures)
Change 2028856 by Maciej Mroz:
	BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible).
Change 2026701 by Maciej Mroz:
	k2: odd error on an add item node within a function (see attached image in details)
Change 2028160 by Maciej Mroz:
	PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory
Change 2028165 by Maciej Mroz:
	BP: BreakHitResult function has proper icon.
Change 2033340 by Maciej Mroz:
	ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables
Change 2034255 by Maciej Mroz:
	EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620
Change 2037682 by Maciej Mroz:
	ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint
Change 2033142 by Maciej Mroz:
	CreateDelegate Node uses internally FMemberReference. Refactor.
Change 2032329 by Maciej Mroz:
	ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint
Change 2032420 by Maciej Mroz:
	ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables
Change 2033139 by Maciej Mroz:
	Functions generated from CustomEvents can be also identified by GUID
Change 2026631 by Maciej Mroz:
	BP. UDStruct: Invalid structs are handled better.
Change 2025344 by Maciej Mroz:
	UDStruct enabled by default
Change 2026672 by Maciej Mroz:
	EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes
Change 2026411 by Maciej Mroz:
	ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error.
Change 2025342 by Maciej Mroz:
	GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked.
Change 2025570 by Steve Robb:
	Moved dependency processing to its own function.
Change 2033235 by Steve Robb:
	String improvements
Change 2035830 by Steve Robb:
	Workaround for FriendsAndChat crash in Fortnite.
Change 2035115 by Steve Robb:
	UBT build time regression fixes.
Change 2034162 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2034181 by Steve Robb:
	Removal of any references to .generated.inl
Change 2020165 by Steve Robb:
	BuildPublicAndPrivateUObjectHeaders factored out into its own function.
Change 2020187 by Steve Robb:
	CreateModuleCompileEnvironment function factored out.
Change 2020055 by Steve Robb:
	Refactoring of Unity.cs to remove complex and duplicate iteration.
Change 2020083 by Steve Robb:
	Another use of dictionary utilities.
Change 2031049 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2025728 by Steve Robb:
	Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function.
Change 2020068 by Steve Robb:
	A couple of helpful utility functions for populating dictionaries.
Change 2032307 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere

[CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00