#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3090652 on 2016/08/16 by James.Golding
UE-33627 When slicing procmesh collision shapes, ensure at least 4 verts in resulting geometry
UE-33301 Fix normals on cap sections when slicing proc mesh
Change 3093719 on 2016/08/18 by Marc.Audy
Remove unused bIsAudible
Change 3094646 on 2016/08/19 by Marc.Audy
DumpActiveSounds console command to help debugging audio
Change 3094667 on 2016/08/19 by Marc.Audy
Remove inadvertently checked in lines
Change 3094877 on 2016/08/19 by James.Golding
Improve warning when creating constraint between different scenes to report components being connected
Change 3094881 on 2016/08/19 by James.Golding
PR #2609: Fix TimeSecondsToString format so it matches comment
#jira UE-33404
Change 3094883 on 2016/08/19 by James.Golding
PR #2651: Add GetBoneMass and GetSkeletalCenterOfMass functions for skeletal meshes.
#jira UE-33978
Change 3094888 on 2016/08/19 by James.Golding
PR #2629 : Fix typo in ESuggestProjVelocityTraceOption::OnlyTraceWhileAsceding to OnlyTraceWhileAscending
#jira UE-33789
PR #2580: Fix typo in comment for DeprojectScreenToWorld
#jira UE-32898
Change 3094891 on 2016/08/19 by Marc.Audy
Allow focusing of Actors with 0 size bounds.
#jira UE-34892
Change 3094892 on 2016/08/19 by Marc.Audy
Put null bounds of an empty text render component at the correct location.
#jira UE-34892
Change 3094893 on 2016/08/19 by Aaron.McLeran
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
Change 3094895 on 2016/08/19 by James.Golding
Added several new features for collision component
- 'Attach End' option
- Collision support (inc friction)
- Stiffness option
- External forces
- GetCableParticleLocations function
Removed need for CableUpDir setting
Added perf stats for cable sim
#jira UE-33398
Change 3094980 on 2016/08/19 by Marc.Audy
Fix compile error
Change 3095035 on 2016/08/19 by Lukasz.Furman
increased layer limit for navmesh generation
#jira UE-33560
Change 3095036 on 2016/08/19 by Lukasz.Furman
fixed navmesh generation getting stuck in infite loop during contour trace step
#jira UE-32847
Change 3095148 on 2016/08/19 by Marc.Audy
Adjust UT to correct spelling from CL# 3094888
Change 3095228 on 2016/08/19 by Marc.Audy
PR #2389 - Expanded exposure of cheat manager (Contributed by EverNewJoy)
#jira UE-30548
Change 3095305 on 2016/08/19 by Marc.Audy
PR #2692: Set mouse position : PlayerController (Contributed by Vawx)
#jira UE-34602
Change 3096570 on 2016/08/22 by Ori.Cohen
Move bodies label in PhAT viewport to be easier to read.
Change 3096742 on 2016/08/22 by Ori.Cohen
Fix constraints being improperly edited (To Hinge, To Prismatic, etc...) when an active constraint profile is selected.
Fix undo redo not working with constraint profile instances.
#JIRA UE-34305, UE-34495
Change 3096883 on 2016/08/22 by Lukasz.Furman
fixed landscape's geometry export for navigation: sliced version and mirroring for holes
Change 3096941 on 2016/08/22 by Ori.Cohen
Fix phat incorrectly simulating using the wrong physics asset. (was missing virtual)
#JIRA UE-34559
Change 3098107 on 2016/08/23 by Ori.Cohen
Move skeletal mesh component physics updating into EndPhysics so that other components can use it safely in PostPhysics
#JIRA UE-29459
Change 3098365 on 2016/08/23 by Lina.Halper
Make sure to search guid before searching by name.
- Was waiting for change from main to come through before making this change.
#jira: related UE-33772, UE-33454
Change 3098468 on 2016/08/23 by Ori.Cohen
Fix CIS. Was going to make registration functions for cloth private, but I guess some games are relying on this directly.
#JIRA UE-35118
Change 3098668 on 2016/08/23 by Ori.Cohen
Expose the ability to separate reverse and brake given from PR#1418
#JIRA UE-1418
Change 3099270 on 2016/08/24 by Ori.Cohen
Remove WheeledVehicle and related headers from Engine.h
Change 3099358 on 2016/08/24 by Ori.Cohen
Fix non-unity build for removing wheeledvehicle out of engine.h
Change 3099434 on 2016/08/24 by Ori.Cohen
Fix vehicle suspension force offset to work from the spring location (in the z-axis) instead of the vehicle COM.
Change 3099534 on 2016/08/24 by Ori.Cohen
Update vehicle template to use the new suspension mode.
#JIRA UE-35157
Change 3100097 on 2016/08/24 by Lina.Halper
Morphtarget viewer support
PR #2327: Morph target viewer (Contributed by tmiv)
#code review: Martin.Wilson
#jira: UE-29998
Change 3101285 on 2016/08/25 by Jon.Nabozny
Adds a simple test case for the FSkeletalMeshMerge tool to QA game.
#JIRA UE-29279
Change 3101356 on 2016/08/25 by Jon.Nabozny
Fix invalid bound calculation in CalculateLodCount.
#jira UE-35105
Change 3101981 on 2016/08/25 by Mieszko.Zielinski
Fixed BTDecorator_CompareBBEntries not working as expected if first value pulled from BB is '<' then the other #UE4
It's an alternative fix to the one suggested as PR#2736
#jira UE-35196
Change 3103399 on 2016/08/26 by Ori.Cohen
Added SimpleWheeledVehicleMovementComponent which allows for n wheels with no motor simulation.
Exposed WheeledVehicleMovementComponent4W so that it can be added to any blueprint.
Change 3103414 on 2016/08/26 by Mieszko.Zielinski
fixed UBTDecorator_CompareBBEntries::CalculateRawConditionValue condition calue calculation #UE4
Change 3104345 on 2016/08/29 by Ori.Cohen
Fix typo (reverseAsBrake instead of reverseAsBreak)
Change 3104412 on 2016/08/29 by Ori.Cohen
Fix crash when using Don't Create Shape for vehicle wheel
#JIRA UE-35249
Change 3104423 on 2016/08/29 by Ori.Cohen
Expose SimpleWheeledVehicleMovementComponent torque and brake
Change 3104798 on 2016/08/29 by Mieszko.Zielinski
Even better phrasing of the condition in UBTDecorator_CompareBBEntries::CalculateRawConditionValue #UE4
Change 3105781 on 2016/08/30 by Lukasz.Furman
added log warnings when opening AIGraphs (behavior tree, EQS query) with missing node instance classes
#jira UE-34981
#2721
Change 3106161 on 2016/08/30 by Richard.Hinckley
Fixing a comment that's being pulled into documentation inappropriately.
Change 3106394 on 2016/08/30 by Marc.Audy
Don't crash trying to browse to the CAC actor template
Change 3106638 on 2016/08/30 by Jon.Nabozny
Fixed UK2Node_GetInputAxisValue using default bOverrideParent value on the created binding, causing previous bindings to be squashed.
#jira UE-34812
Change 3106788 on 2016/08/30 by Jon.Nabozny
Fix CIS warning resulting from 3106638
Change 3106946 on 2016/08/30 by Aaron.McLeran
#jira UE-35141 Audio no longer plays once window loses focus
Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.
#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)
Change 3106980 on 2016/08/30 by Lina.Halper
#Fix transform of poseablemeshcomponent not applying child transform and when set transform by bone name in editor
#code review: Benn.Gallahger
rushing this for Ryan
Change 3108285 on 2016/08/31 by Lukasz.Furman
removed deprecated nodes from troll and werewolf behavior trees (both unused)
#jira UE-35371
[CL 3108419 by Marc Audy in Main branch]