-- Removal shrinks for bottom of geometry instead of CoM
#jira none
#rb brice.criswell
#fyi jack.oakman
#okforgitbug internal, public
[CL 17527239 by brett miller in ue5-main branch]
-- New algorithm, faster, more robust
#jira UE-121975
#rb jimmy.andrews
#preflight 612efd95b6b29c0001239fa6
[CL 17382962 by brett miller in ue5-main branch]
-- Corrected motion blur problem when cache scrubbing in StaticPose mode
[FYI] jack.oakman,brice.criswell
#preflight 612ee3586256b10001efc6c1
#ROBOMERGE-SOURCE: CL 17381861
#ROBOMERGE-BOT: (v865-17346139)
[CL 17382101 by brett miller in ue5-main branch]
Specifically, change UGeometryCollectionComponent::OnCreatePhysicsState's EnsureDataIsCooked() call to just CreateSimulationData(), so we just update the sim data without also re-loading the serialized data (which had some editor/UI specific data discarded)
#rb brett.miller
#rnx
#preflight 612ed65675bca20001e64877
#ROBOMERGE-SOURCE: CL 17381541
#ROBOMERGE-BOT: (v865-17346139)
[CL 17381917 by jimmy andrews in ue5-main branch]
-- Removal mechanism invoked when geometry collection particles have slept for specified time. Particle is disabled, event is triggered, scene proxt geometry is progressivly scaled to a point.
#jira UE-122241
#rb brice.criswell
#preflight 612ea5f775bca20001e0b1b9
[CL 17380472 by brett miller in ue5-main branch]
-- Selecting a cluster highlights all child bones
#jira UE-121972
#fyi brice.criswell
#preflight 612c45569db30900011bec76
#p4v-cherrypick 17348626
[CL 17359214 by brett miller in ue5-main branch]
-- Fixed bNotifyBreaks and bNotifyCollisions
#jira UE-110033
#fyi brice.criswell
#preflight 611c418c3a81b00001186ab8
[CL 17227595 by brett miller in ue5-main branch]
Fix BoxCalcBounds with small box array
- preflight against Base 17099190
#jira FROST-4095
#rb Jeff.Rous
#fyi Brett.Miller
[CL 17139381 by Brice Criswell in ue5-main branch]
-- Add DisableThresholdand SleepingThreshold options to the GeometryCollectionComponents ApplyPhysicsField(...) method
#jira UE-117477
#rb brice.criswell
[CL 17128492 by brett miller in ue5-main branch]
Run a compute job that packs most commonly used instance data (LocalToWorld matrix and some other bits - 80 bytes) into per-instance vertex buffer. Vertex shader does not have access to GPUScene and instead loads instance data from a per-instance vertex buffer. If it needs more primitive/instance data than available then it will load it from Primitive UB, binding unique uniform buffer and breaking auto-instancing. Pixel shader has a full access to a GPUScene
There are 3 ways how FSceneDataIntermediates gets populated
1. PrimitiveId + GPUScene (Desktop)
2. Per-Instance data + Primitive UB (Mobile)
3. Primitive UB (auto-instancing disabled)
Details for GPUScene specific vertex inputs and access to FSceneDataIntermediates are hidden behind a macro:
VF_GPUSCENE_DECLARE_INPUT_BLOCK
VF_GPUSCENE_GET_INTERMEDIATES
FSceneDataIntermediates is now stored in FVertexFactoryIntermediates, FMaterialVertexParameters. Added a few GetPrimitiveData() overloads that allows you to access PrimitiveData depending on current context. Removed most of the cases where GetPrimitiveData() gets used with PrimitiveId.
#rb Ola.Ollson
[CL 17093848 by Dmitriy Dyomin in ue5-main branch]
-- Removed restrictions on RestPose setting to allow ChaosCaching to set rest pose during play.
#rb no.one
#preflight 60fe5cba2882e40001e023f0
#preflight 60febbead830300001746f9a
#ROBOMERGE-SOURCE: CL 16962573
#ROBOMERGE-BOT: (v838-16927207)
[CL 16970240 by brett miller in ue5-main branch]
- Added CollisionMarginFraction to the size specific data.
#jira FROST-3281
#rb Brett.Miller
#preflight 60e0d9961a88600001ed0e83
[CL 16808746 by Brice Criswell in ue5-main branch]
-- Removed GeometryCollectionComponent dereferencing from PhysicsThread code
-- Uses PhysicsProxy simulation parameters to determine if events are recorded/played
#rb benn.gallagher
[FYI] brice.criswell
#ROBOMERGE-SOURCE: CL 16709692
#ROBOMERGE-BOT: (v835-16672529)
[CL 16709703 by brett miller in ue5-main branch]