#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]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2858603 on 2016/02/08 by Tim.Hobson
#jira UE-26550 - checked in new art assets for buttons and symbols
Change 2858665 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2.
Change 2858668 on 2016/02/08 by Matthew.Griffin
Added InfiltratorDemo back into Rocket samples
#jira UEB-591
Change 2858743 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25996 Fixed Import Error in TopDOwn Code
Change 2858776 on 2016/02/08 by Matthew.Griffin
Added UnrealMatch3 to packaged projects
#jira UEB-589
Change 2858900 on 2016/02/08 by Taizyd.Korambayil
#jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression
Change 2858947 on 2016/02/08 by Mike.Beach
Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications).
#jira UE-21098
Change 2858954 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings
Change 2859126 on 2016/02/08 by Max.Chen
Sequencer: Release track editors when destroying sequencer
#jira UE-26423
Change 2859147 on 2016/02/08 by Martin.Wilson
Fix uninitialized variable bug
#jira UE-26606
Change 2859237 on 2016/02/08 by Lauren.Ridge
Bumping Match 3 Version Number for iTunes Connect
#jira UE-26648
Change 2859434 on 2016/02/08 by Chad.Taylor
Handle the quit and focus message pipe from the SteamVR SDK
#jira UEBP-142
Change 2859562 on 2016/02/08 by Chad.Taylor
Mac/Android compile fix
#jira UEBP-142
Change 2859633 on 2016/02/08 by Dan.Oconnor
Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef.
DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required)
Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects.
This is also part of the fix needed for UE-23335, completely fixes UE-26045
This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC.
Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case)
#jira UE-26045
Change 2859640 on 2016/02/08 by Dan.Oconnor
Removed debugging code..
#jira UE-26045
Change 2859668 on 2016/02/08 by Aaron.McLeran
#jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node
- issue was the looping nodes weren't properly reseting all the child wave instances
- also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node
Change 2859688 on 2016/02/08 by Chris.Babcock
Allow external access to runtime modifications to OpenGL shaders
#jira UE-26679
#ue4
Change 2859739 on 2016/02/08 by Chad.Taylor
UE4_Win64_Mono compile fix
#jira UEBP-142
Change 2859962 on 2016/02/09 by Chris.Wood
Passing command line to Crash Report Client without stripping the project name.
[UE-24959] - "Send and Restart" brings up the Project Browser
#jira UE-24959
Reimplement changes from Orion in UE 4.11
Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion)
Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion)
Change 2859966 on 2016/02/09 by Matthew.Griffin
Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac
[CL 2873884 by Ben Marsh in Main branch]
UETOOL-293 - Behavior Tree Editor is sluggish
- Made the behavior tree and environmental query pins larger so they're easier to grab.
- Adjusted the node padding so that we don't add the padding for the pins when there aren't any pins.
- Added lodding so that node elements are culled out as you zoom out (to improve performance).
- Fixed connections being culled when they were still visible.
[CL 2528547 by Jamie Dale in Main branch]