#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3441680 by Uriel.Doyon
Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
New point light actors now configure the intensity in candelas by default.
Replaced viewport exposure settings by an EV100 slider.
Hidding the tone mapper in the show flag now still applies the exposure.
Added a new AutoExposure method called EV100 which allows to specify :
- MinEV100, MaxEV100
- Calibration Constnat
- Exposure Compensation
#jira UE-42783
Change 3454934 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3441680 by Uriel.Doyon
Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
New point light actors now configure the intensity in candelas by default.
Replaced viewport exposure settings by an EV100 slider.
Hidding the tone mapper in the show flag now still applies the exposure.
Added a new AutoExposure method called EV100 which allows to specify :
- MinEV100, MaxEV100
- Calibration Constnat
- Exposure Compensation
#jira UE-42783
Change 3454934 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3512118 by Marc.Olano
Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points
Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing
Change 3512129 by Benjamin.Hyder
Fixing up content in TM-SobolNoise
Change 3512151 by Rolando.Caloca
DR - Fixed some layouts that were general
- Added some extra dump information
Change 3512160 by Benjamin.Hyder
Still Fixing TM-Sobol
Change 3512180 by Marc.Olano
PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod.
Change 3512261 by Michael.Lentine
Move Subsurface to shared properties.
Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output.
#jira UE-44405
Change 3512288 by Rolando.Caloca
DR - Fix issue when recycling image handles
Change 3512338 by Michael.Lentine
Fix precision if user enters a multiple of 90 degree rotation for transforms.
This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7.
#jira UE-46137
Change 3512424 by Michael.Lentine
Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set.
#jira UE-44315
Change 3512686 by Brian.Karis
Fix for quadric assert in infiltrator. Due to bad tangents in source mesh.
Change 3512696 by Brian.Karis
Unrevert TAA. Fixed DOF NaN artifacts
Change 3512717 by Marcus.Wassmer
PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4)
Change 3513112 by Richard.Wallis
Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving.
Fix includes:
- Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at).
- Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required.
- Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt.
#jira UE-45657
Change 3513357 by Richard.Wallis
Windows compile fix.
Change 3513375 by Guillaume.Abadie
Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D.
Change 3513685 by Richard.Hinckley
#jira UEDOC-3822
Fixing a comment that refers to a non-existent function, for documentation purposes.
Change 3513705 by Marc.Olano
Updates to Sobol test levels in RenderTest project
Change 3513730 by Rolando.Caloca
DR - Fix mip size copying resolve targets
- Fix compute fence
- Fix descriptor set texture layout
- More dump info
Change 3513742 by Marc.Olano
Texture-free numeric print for shader debugging
Change 3513777 by Daniel.Wright
Handled edge case where no furthest samples are found in precomputed visibility
Change 3514852 by Rolando.Caloca
DR - Fix -directcompile on SCW
Change 3515049 by Rolando.Caloca
DR - hlslcc dump crash fix
Change 3515167 by Rolando.Caloca
DR - hlslcc - Fix bogus string pointer
- Allow reading from non-scalar UAVs
Change 3515745 by Rolando.Caloca
DR - Linux compile fix
Change 3515862 by Rolando.Caloca
DR - Remove old reference to CCT
- Link with hlslcc debug libs on SCW debug config for easier debugging
Change 3516292 by Rolando.Caloca
DR - glslang exe fixes
Change 3516568 by Rolando.Caloca
DR - hlslcc - Copy fix for *Buffer as functionparameters
Change 3516659 by Marcus.Wassmer
Fix some d3derrors with distance fields
Change 3516801 by Daniel.Wright
Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor.
Change 3516825 by Rolando.Caloca
DR - Some initial fixes for structured buffers
Change 3516843 by Rolando.Caloca
DR - Fix for Vulkan dist fields
Change 3516869 by Marcus.Wassmer
Add format to the createrendertarget blueprint node
Change 3516957 by Daniel.Wright
Fixed bUsesDistortion being editable
Change 3516965 by Daniel.Wright
Still mark the distance field task completed, even if the static mesh has been deleted
Change 3517039 by Yujiang.Wang
GitHub #2655: Optimization for shadow map resolution selection for spot lights
* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius
Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly
#jira UE-33982
Change 3517069 by Yujiang.Wang
Fix for ScissorRect settings in d3d11 being lost under certain scenarios
* Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled)
* However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents)
* Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does
#jira UE-45465 UE-44760
Change 3517134 by Yujiang.Wang
CIS fix
Change 3517662 by Rolando.Caloca
DR - Execute upload Vulkan cmds on the RHI thread
- Fix crash with structured buffer
Change 3517677 by Rolando.Caloca
DR - Update/copy textures on RHI thread
Change 3517680 by Rolando.Caloca
DR - Copy texture bulk data on rhi thread
Change 3517748 by Marcus.Wassmer
temporary workaround for one class of GPU crashes
Change 3518832 by Rolando.Caloca
DR - Copy & extend 3518077
- Fix for movable skylight shader missing on simple forward (low lighting quality mode)
Change 3519973 by Richard.Wallis
Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt.
#jira UE-46505
Change 3520849 by Uriel.Doyon
Fixed issue with investigate texture command and dynamic component entries.
Change 3521064 by Guillaume.Abadie
Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk.
Change 3521834 by Rolando.Caloca
DR - Fix decals on Vulkan
Change 3521892 by Rolando.Caloca
DR - Fix Vulkan texture streaming
Change 3523181 by Rolando.Caloca
DR - Copy from 3523176
UE4.17 - Fix Vulkan scissor causing text to not clip
Change 3523534 by Yujiang.Wang
UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU
* A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders
* Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations
* The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame
#jira UE-46631
Change 3524552 by Yujiang.Wang
Fix iteration number calculation of LongGPUTask
Change 3524975 by Joe.Graf
Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath
Added SSE versions using _mm_popcnt_u64 for platforms that support it
Added a SSE check to gracefully exit when missing the instruction and it was expected to be there
#CodeReview: arciel.rekman, brian.karis
Change 3525306 by Daniel.Wright
Fixed ensure from LPV
Change 3525346 by Rolando.Caloca
DR - Fix linking issue
Change 3525459 by Daniel.Wright
Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog
* Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features.
* New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb.
* Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels.
* Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps.
* A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell.
* Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors
* The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups.
* A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms
* Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving.
* Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available
* New Visualization show flag for Volumetric Lightmap sample points
* Level streaming of volume light data is not currently supported with this method
Change 3525461 by Daniel.Wright
Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference).
Change 3526459 by Rolando.Caloca
DR - Fix validation error
Change 3526474 by Rolando.Caloca
DR - Integrate from GV
Change 3526487 by Daniel.Wright
Disabled Volumetric Lightmap filtering with neighbors due to artifacts
Fix linux compile errors
Change 3526833 by Rolando.Caloca
DR - Workaround for hlslcc
Change 3526991 by Uriel.Doyon
Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike.
Change 3527574 by Rolando.Caloca
DR - Added some missing resource entries for SCW direct mode
Change 3527625 by Rolando.Caloca
DR - Copy from 3527113
UE4.17 - Fix Vulkan not calling Present
Change 3528461 by Brian.Karis
Support larger hash sizes. Added uint list hashing function.
Change 3528780 by Rolando.Caloca
DR - Default Vulkan resources
Change 3528818 by Rolando.Caloca
DR - glslang - Added missing accessor
Change 3528839 by Rolando.Caloca
DR - Fix virtual path issue when using non-engine relative absolute paths
Change 3528900 by Daniel.Wright
Fixed variable shadowing
Change 3529039 by Rolando.Caloca
DR - Read Spirv reflection data (not used yet)
Change 3529040 by Joe.Graf
Fixed the 32bit compile failures for the popcnt optimization
#CodeReview: arciel.rekman
Change 3529060 by Rolando.Caloca
DR - hlslcc - New flag for keeping resource names
Change 3529344 by Rolando.Caloca
DR - Delete unused file
Change 3529723 by Brian.Karis
Fixed static analysis cleaner.
Change 3531357 by Michael.Trepka
Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future.
Change 3531517 by Joe.Graf
Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc
#CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca
Change 3531626 by Joe.Graf
Mac version of the popcount optimization
Changed Linux version to use the same builtin
#CodeReview: mark.satterthwaite, arciel.rekman
Change 3531837 by Chris.Bunner
SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect.
#jra UE-46753
Change 3533415 by Joe.Graf
Renamed the SSSE3 checks per feedback
#CodeReview: arciel.rekman
Change 3533480 by Michael.Lentine
Use more accurate descriptions for shader recompile options
Change 3533511 by Joe.Graf
Updated the GenericPlatformMisc to match the SSSE3 name change
#CodeReview: arciel.rekman
Change 3533521 by Marcus.Wassmer
Fix scenerenderer leak when updating out of view planar reflections
Change 3533528 by Joe.Graf
Updated comments
#CodeReview: n/a
Change 3533608 by Mark.Satterthwaite
New manual Xcode project for glslang so that we include all the necessary code and can link again.
Change 3534260 by Mark.Satterthwaite
Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3.
Change 3535789 by Yujiang.Wang
Fix for wrong hair shading in forward shading
* IBL reflections should be turned off for hairs
Change 3537059 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537060 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3538297 by Michael.Lentine
Add shader comparison test.
Adding the basic test case.
Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default)
Adding more exported functionality to automation for use in the shader test.
Change 3538309 by Michael.Lentine
Add missing file from Shader Test CL.
Change 3538751 by Michael.Lentine
Add missing pragma once.
Change 3539236 by Michael.Lentine
Do not ignore return values.
Change 3539237 by Michael.Lentine
Check in the correct file
Change 3540343 by Rolando.Caloca
DR - Added t.DumpHitches.AllThreads
Change 3540661 by Yujiang.Wang
Fix spot tube light direction
* The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched
* A new LightTangent is added to FDeferredLightData
* Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere
Change 3541129 by Rolando.Caloca
DR - vk - Copy all Vulkan fixes from 4.17
Change 3541347 by Yujiang.Wang
Fix wrong ViewFlags being set between objects when rendering shadow depth maps
* Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state
* Now SetViewFlagsForShadowPass recalculates and sets the flags on each call
Change 3542603 by Rolando.Caloca
DR - vk - Allow sharing samplers on Vulkan
Change 3542639 by Jian.Ru
Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection
#RB Marcus.Wassmer
Change 3543167 by Michael.Lentine
Fix naming for the shader comparison tests.
Change 3543210 by Uriel.Doyon
Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
In that case, we used the default settings for texture streaming (assuming a scale of 1).
Change 3543221 by Brian.Karis
Simplifier optimizations
Change 3543239 by Arciel.Rekman
hlslcc: remove FCustomStd* workarounds.
- This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system).
- The same problem has been resolved by bundling libc++.
Change 3543946 by Michael.Lentine
Add comparison output.
Change 3544277 by Brian.Karis
Fixed uninitialized var error
Change 3544404 by Rolando.Caloca
DR - Fix broken textures
Change 3544503 by Jian.Ru
Ensure lighting failure delegates are always called
#RB Marcus.Wassmer,Daniel.Wright
#3689
Change 3545241 by Daniel.Wright
Fixed spotlight whole scene shadows using a radius 2x too long
Change 3545347 by Daniel.Wright
Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
Change 3546196 by Marcus.Wassmer
Fix minor typo
Change 3546459 by Daniel.Wright
ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package.
Change 3546469 by Jian.Ru
Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation
Change 3546804 by Daniel.Wright
[Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events
Change 3546814 by Daniel.Wright
[Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows
Change 3546815 by Daniel.Wright
[Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation
Change 3546817 by Daniel.Wright
[Copy] Warmup time warning
Change 3546828 by Daniel.Wright
[Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch
Change 3546836 by Daniel.Wright
[Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data
Change 3546849 by Rolando.Caloca
DR - vk - Fix missing samplerstates
- Fixes for structured buffers
- Add missing Draw and Dispatch Indirect
Change 3547516 by Brian.Karis
Linear time 5-coloring for planar graphs.
Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.
Change 3547542 by Brian.Karis
Linear time 5-coloring for planar graphs.
Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.
Change 3547563 by Brian.Karis
Fixed some compiler warnings and hopefully some errors.
Change 3547610 by Brian.Karis
Replaced macros with inlined functions
Change 3547620 by Brian.Karis
Clean up includes
Change 3547770 by Marcus.Wassmer
GPU Crash for MTBF analytics
Change 3547773 by Marcus.Wassmer
Updated doxygen comment for new analytic
Change 3548244 by Rolando.Caloca
DR - Fix for translucency
Change 3548352 by Yujiang.Wang
Added soft source radius for point and spot lights
* Soft source radius controls how 'blurry' the shape of specular lighting looks
* Implemented by LobeRoughness modification
* Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method
* Suppoted LightTangent in forward shading
Change 3548530 by Brian.Karis
Fix for mac build
Change 3548770 by Rolando.Caloca
DR - vk - Prereq work for Vulkan parallel RHI contexts
Change 3548772 by Jian.Ru
Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer
Change 3548865 by Daniel.Wright
With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible.
Change 3548952 by Rolando.Caloca
DR - Allow separate samplers in the shaders on Vulkan
Change 3549197 by Marcus.Wassmer
Fix DX12 PIx not working in cooked builds
Change 3549209 by Daniel.Wright
Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries.
Change 3549943 by Ben.Marsh
Include better diagnostic information when a modified build product is detected after running a build step.
Change 3550546 by Rolando.Caloca
DR - Fix merge issue
Change 3550962 by Marcus.Wassmer
EarlyZ Masking requires full depth prepass, so just force it to.
Change 3551062 by Daniel.Wright
Handle NULL skylight
Change 3551104 by Rolando.Caloca
DR - vk - Remove assert to match other platforms
Change 3551221 by Rolando.Caloca
DR - vk - Add mirror clamp to edge extension
- Fix framebuffer deletion
Change 3551224 by Daniel.Wright
Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold.
Change 3551495 by Rolando.Caloca
DR - vk - Intiial support for async queue
Change 3552101 by Rolando.Caloca
DR - vk - Fix for async
Change 3552102 by Rolando.Caloca
DR - SkinCache - Fix potential leak on staging buffers for recompute tangents
- Integrate changes from 4.17 for memory optimizations
Change 3552104 by Rolando.Caloca
DR - vk - Support for SRVs for index buffers
Change 3552838 by Rolando.Caloca
DR - vk - Enable debug markers if found
Change 3553106 by Rolando.Caloca
DR - vk - Fixes for index buffer SRVs
Change 3553107 by Rolando.Caloca
DR - vk - Enable recompute tangents on Vulkan
Change 3553154 by Rolando.Caloca
DR - vk - Fix crash with null uav
Change 3553342 by Yujiang.Wang
Fix redundant skylights in AdvancedPreviewScene
* PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading
* AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene
Change 3553481 by Rolando.Caloca
DR - Integrate fix for D3D12 support of index buffers SRVs
#jira UE-47674
Change 3553715 by Rolando.Caloca
DR - Fix crash when launching PC with -featureleveles31
Change 3553725 by Rolando.Caloca
DR - Redo fix
Change 3553803 by Rolando.Caloca
DR - Shader compile fixes for ES3.1
Change 3553963 by Rolando.Caloca
DR - vk - Remove extra IRDump
Change 3554741 by Ben.Marsh
CIS fix.
Change 3555222 by Rolando.Caloca
DR - vk - static analysis fix
Change 3555362 by Rolando.Caloca
DR - vk - Prep work for separate present queue
Change 3556800 by Daniel.Wright
Fixed screenshot for simple volume material doc
Change 3556942 by Brian.Karis
Fixed Bokeh DOF regression.
Change 3556959 by Rolando.Caloca
DR - vk - Rework staging buffer peak usage
Change 3557497 by Daniel.Wright
Better display name for Unbound property on post process volume
Change 3557499 by Daniel.Wright
Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData.
Change 3557068 by Olaf.Piesche
Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further.
IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change.
#tests QAGame test maps
Change 3558123 by Rolando.Caloca
DR - vk - static analysis fix
Change 3558685 by Yujiang.Wang
Github #3323: Two sided foliage lightmap directionality fix
* Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one
* Now it uses a constant directionality value
#jira UE-42523
Change 3559052 by Brian.Karis
Hopefully fix static analysis
Change 3559113 by Rolando.Caloca
DR - Fix crash witrh planar reflections
Change 3559275 by Yujiang.Wang
Fix race condition on several scalability CVars between rendering thread and game thread
Change 3559612 by Rolando.Caloca
DR - vk - SM5 with uniform buffers backend support
Change 3559716 by Rolando.Caloca
DR - hlslcc - Fix linker warning on SCW debug
Change 3559768 by Rolando.Caloca
DR - vk - Keep ub names for bindings
Change 3560195 by Rolando.Caloca
DR - accessor
Change 3560275 by Rolando.Caloca
DR - vk - Support for uniform buffers
Change 3560913 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3561145 by Rolando.Caloca
DR - Don't crash if out of resource table bits
Change 3561194 by Rolando.Caloca
DR - vk - Integrate timestamp fixes
Change 3562009 by Rolando.Caloca
DR - vk - Workaround for bad UTexture data
Change 3563884 by Chris.Bunner
VK_NULL_HANDLE fix.
Change 3563885 by Jian.Ru
Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner
Change 3565943 by Jian.Ru
Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner
Change 3569479 by Michael.Lentine
Integrate rhino shader changes to dev-rendering
Change 3569511 by Michael.Lentine
Fix formating and string out on windows.
Change 3569572 by Yujiang.Wang
Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs
Change 3569614 by Yujiang.Wang
Flush rendering commands before measuring the long GPU task's excution time to get accurate results
Change 3570524 by Jian.Ru
Add extra parentheses to avoid compilation warning #rb Chris.Bunner
Change 3570722 by Chris.Bunner
Static analysis workaround - same code, just validating compile-time assumptions a little further.
Change 3570880 by Jian.Ru
Add small depth offset to avoid depth test failing during velocity pass
#jira UE-37556
Change 3572532 by Jian.Ru
Disable a warning to let tests pass
#jira UE-48021
Change 3573109 by Michael.Lentine
Checkin Michael.Trepka's fix for external dynamic libraries on mac.
This is needed to make the build go green on mac.
Change 3573995 by Jian.Ru
Move an include out of define to let nightly build pass
Change 3574777 by Chris.Bunner
Continued merge fixes.
Change 3574792 by Rolando.Caloca
DR - Rename todo
Change 3574794 by Chris.Bunner
Re-adding includes lost in a pre-merge merge.
Change 3574879 by Michael.Trepka
Disabled a couple of Mac deprecation warnings
Change 3574932 by Chris.Bunner
Merge fix.
Change 3575048 by Michael.Trepka
Fixed iOS compile warnings
Change 3575530 by Chris.Bunner
Duplicating static analysis fix CL 3539836.
Change 3575582 by Chris.Bunner
Fixed GetDimensions return type in depth resolve shaders.
Compile error fix.
Change 3576326 by Chris.Bunner
Static analysis fixes.
Change 3576513 by Michael.Trepka
Updated Mac MCPP lib to be compatible with OS X 10.9
Change 3576555 by Richard.Wallis
Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT.
#jira UE-47549
Change 3576562 by Chris.Bunner
OpenGL SetStreamSource stride updates.
Change 3576589 by Michael.Trepka
Fixed Mac CIS warnings and errors in Dev-Rendering
Change 3576708 by Jian.Ru
Fix cascade preview viewport background color not changing
#jira UE-39687
Change 3576827 by Rolando.Caloca
DR - Minor fix for licensee
Change 3576973 by Chris.Bunner
Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan).
Change 3577729 by Rolando.Caloca
DR - Fix for info on SCW crashes
Change 3578723 by Chris.Bunner
Fixed issue where custom material attribute was using display name as hlsl function name.
Change 3578797 by Chris.Bunner
Fixed pixel inspector crashing on high-precision normals gbuffer format.
#jira UE-48094
Change 3578815 by Yujiang.Wang
Fix for UE-48207 Orion cooked windows server crash on startup
* Crash caused by rendering features not available in a dedicated server build
* Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender()
#jira UE-48207
Change 3578828 by Daniel.Wright
Disable volumetric lightmap 3d texture creation on mobile
Change 3579473 by Daniel.Wright
Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps.
Change 3580088 by Jian.Ru
Fix QAGame TM-CharacterMovement crashing on PIE
#jira UE-48031
Change 3580388 by Daniel.Wright
Fixed shadowed light injection into volumetric fog fallout from Rhino merge
Change 3580407 by Michael.Trepka
Updated Mac UnrealPak binaries
Change 3581094 by Michael.Trepka
Fix for ScreenSpaceReflections not working properly on iOS 11
Change 3581242 by Michael.Trepka
Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame
#jira UE-48255
Change 3581489 by Olaf.Piesche
Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475
#jira FORT-47068, FORT-49705
Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data.
#tests FN LastPerfTest
Change 3581544 by Simon.Tovey
Fix for ensure accessing cvar from task thread.
#tests no more ensure
Change 3581934 by Chris.Bunner
Fixed ConsoleVariables.ini break from merge.
Change 3581968 by Jian.Ru
Fix QAGame TM-ShaderModels PIE crash when resizing game viewport
#jira UE-48251
Change 3581989 by Richard.Wallis
Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before.
#jira UE-46955
Change 3582632 by Chris.Bunner
Resolved merge error.
Change 3582722 by Rolando.Caloca
DR - Workaround for PF_R8G8B8A8_UINT on GL
#jira UE-48208
Change 3584096 by Rolando.Caloca
DR - Fix for renderdoc crashing in shipping
#jira UE-46867
Change 3584245 by Jian.Ru
Fix System.Promotion.Editor.Particle Editor test crash
#jira UE-48235
Change 3584359 by Yujiang.Wang
Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion
* Caused by dot(N, V) being negative
* Clamp to (0, 1)
#jira UE-48315
Change 3587864 by Mark.Satterthwaite
Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer.
#jira UE-48342
Change 3587866 by Mark.Satterthwaite
Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong.
Change 3588168 by Mark.Satterthwaite
Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes.
Change 3588192 by Rolando.Caloca
DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled
Change 3588291 by Rolando.Caloca
DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers
#jira UE-48299
Change 3590134 by Michael.Trepka
Copy of CL 3578963
Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out.
Change 3590405 by Rolando.Caloca
DR - hlslcc - support for sqrt(uint)
Change 3590436 by Mark.Satterthwaite
Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes.
Change 3590674 by Rolando.Caloca
DR - vk - Integration from working branch
- Fixes distance field maps
- Compute pipelines stored in saved file
- Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets
Change 3590699 by Rolando.Caloca
DR - Fix distance fields mem leak
Change 3590815 by Rolando.Caloca
DR - vk - Fixes for uniform buffers and empty resource tables
Change 3590818 by Mark.Satterthwaite
Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code.
Change 3590905 by Mark.Satterthwaite
For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this.
#jira UE-48163
Change 3590961 by Mark.Satterthwaite
Submitted on Richard Wallis's behalf as he's on holiday:
Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead.
There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms.
#jira UE-46688, UE-39256, UE-47215
Change 3590965 by Mark.Satterthwaite
Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems.
Change 3590969 by Mark.Satterthwaite
Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision.
Change 3591871 by Rolando.Caloca
DR - Enable PCSS on Vulkan & Metal
- Enable capsule shadows on Vulkan
Change 3592014 by Mark.Satterthwaite
Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround.
Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally.
Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering.
Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler.
Change 3592171 by Rolando.Caloca
DR - CIS fix
Change 3592753 by Jian.Ru
repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present)
Change 3594595 by Rolando.Caloca
DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely
Change 3594794 by Michael.Trepka
Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app
Change 3594999 by Mark.Satterthwaite
Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size).
While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header.
#jira UE-48342
Change 3595004 by Mark.Satterthwaite
Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10.
#jira UE-48342
Change 3595386 by Mark.Satterthwaite
Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms.
Change 3595394 by Rolando.Caloca
DR - Added function for tracking down errors in the hlsl parser
- Added support for simple #if 0...#endif
Change 3599352 by Rolando.Caloca
DR - Fixes for HlslParser
- Added missing attributes for functions
- Fixed nested assignment
Change 3602440 by Michael.Trepka
Fixed Metal shader compilation from Windows with remote compilation disabled
#jira UE-48163
Change 3602898 by Chris.Bunner
Resaving assets.
Change 3603731 by Jian.Ru
fix a crash caused by a material destroyed before the decal component
#jira UE-48587
Change 3604629 by Rolando.Caloca
DR - Workaround for PF_R8G8B8A8_UINT on Android
#jira UE-48208
Change 3604984 by Peter.Sauerbrei
fix for orientation not being limited to that specified in the plist
#jira UE-48360
Change 3605738 by Chris.Bunner
Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history).
#jira UE-48748
Change 3606009 by Mark.Satterthwaite
Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have.
- When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to.
- The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit.
- Move the shader vertex layer clip-distance to index 2 to avoid conflicts.
- Don't default initialise the debug code string for Metal shaders or it won't print out the actual code....
#jira UE-47663
Change 3606108 by Mark.Satterthwaite
Temporary hack to avoid a crash in AVPlayer.
#jira UE-48758
Change 3606121 by Mark.Satterthwaite
Fix Windows compilation.
Change 3606992 by Chris.Bunner
Static analysis fix.
[CL 3608256 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3363699 by Mike.Fricker
VR Editor: Improved extensibility (for mesh editor)
- This was merged from CL 3352612 and re-opened for edit before commit
- All mesh editor changes were stripped before merging
Change 3499858 by Matt.Kuhlenschmidt
PR #3673: Fixed UE-36416 (Contributed by DarkSlot)
Change 3499872 by Matt.Kuhlenschmidt
PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann)
Change 3499873 by Matt.Kuhlenschmidt
Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for.
Change 3501154 by Arciel.Rekman
Fix incorrect RPATH.
- Fixed LinuxToolChain to use FileItem instead of strings.
- Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison.
Change 3501337 by Arciel.Rekman
Better fix for RPATH.
- Ben Marsh's suggestion.
Change 3502572 by Matt.Kuhlenschmidt
PR #3693: Because "becuase" is spelled because (Contributed by getnamo)
Change 3502731 by Matt.Kuhlenschmidt
Guard against empty warning toasts
#jira UE-46285
Change 3502788 by Matt.Kuhlenschmidt
Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time
Change 3503027 by Michael.Dupuis
Optimized UpdateLayerUsageInformation
Change 3503299 by Michael.Dupuis
Fixed crash when having no layer info object
Change 3504529 by Yannick.Lange
Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it.
Change 3504550 by Jamie.Dale
Fixed/Improved DnD validation between Content Browsers
Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths.
#jira UE-45857
Change 3505369 by Alexis.Matte
Make sure undo/redo transactions works for all fbx dialog options.
#jira UE-43465
#jira UE-43569
Change 3505500 by Matt.Kuhlenschmidt
Fix child usd meshes not importing properly.
Change 3505645 by Arciel.Rekman
Add USD support on Linux (UE-45383).
#jira UE-45383
Change 3505658 by Arciel.Rekman
USD: add CMake toolchain file I missed.
Change 3506796 by Yannick.Lange
Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY
Change 3508082 by Alexis.Matte
Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence.
Change 3508855 by Max.Chen
Add CanFindInContentBrowser to AssetEditorToolkit.
False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset.
#jira UE-46241
Change 3509282 by Bradut.Palas
#jira UE-45337
Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly.
Since the Actor would always point to the PIE world, the check was no longer needed.
Change 3509298 by Nick.Darnell
Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move.
Change 3509313 by Bradut.Palas
#jira UE-44630
As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list.
Change 3509318 by Bradut.Palas
#jira UE-1406
To fix the issue we simply close the Consolidate window if ListViewItems is empty.
Change 3509402 by Nick.Darnell
PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema)
Change 3510447 by Arciel.Rekman
ReplayProxy: changed protected to private.
Change 3510467 by Max.Chen
Property Editor: Disable color widget when editing is disabled.
#jira UE-46331
Change 3511249 by Matt.Kuhlenschmidt
PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI)
Change 3511286 by Matt.Kuhlenschmidt
Added ability to set properties from USD attributes when using scene import to import USD files. See
UsdPropTestScene.usda for an example file of how this works
Change 3511528 by Cody.Albert
Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time
Change 3512149 by Matt.Kuhlenschmidt
Dont save non-dirty built data when playing PIE in a standalone process
#jira UE-46422
Change 3512259 by Matt.Kuhlenschmidt
Fix static analysis
Change 3512291 by Matt.Kuhlenschmidt
PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema)
Change 3512911 by Matt.Kuhlenschmidt
Fixed USD property setting crashing if the usd file contained an array with 0 elements.
Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed
Change 3513725 by Matt.Kuhlenschmidt
PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL)
Change 3514453 by Jamie.Dale
Added a way to set the UEnum used by a UEnumProperty after using the default constructor
This will assert if called on an instance that has already been initialized
Change 3514858 by Alexis.Matte
Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh.
Change 3514875 by Matt.Kuhlenschmidt
PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry)
Change 3515859 by Bradut.Palas
#jira UE-46516
The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does.
Change 3515998 by Jamie.Dale
Adding missing ) to some log messages
Change 3517681 by Matt.Kuhlenschmidt
Fix automated import not applying any texure settings to imported textures
Change 3517703 by Nick.Darnell
Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious.
Change 3517737 by Nick.Darnell
Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler
Change 3517758 by Nick.Darnell
UMG - Updating the retainer box categories and visibility.
Change 3517795 by Nick.Darnell
Slate - We now don't do inherited volatility if we're also caching.
Change 3517861 by Matt.Kuhlenschmidt
Update windows USD to .75
Change 3517867 by Matt.Kuhlenschmidt
Delete OpenEXR from USD dependencies. It is no longer used
Change 3517873 by Matt.Kuhlenschmidt
Updated USD windows binaries
Change 3517896 by Max.Chen
Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent
#jira UE-46669
Change 3518240 by Max.Chen
Sequencer: Set needs update when binding.
#jira UE-46619
Change 3518492 by Max.Chen
Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing.
#jira UE-45996, UE-45997
Change 3518997 by Max.Chen
Fbx: Fix aperture width, height, focal length and field of view calculations.
#jira UE-46754
Change 3520190 by Jamie.Dale
Cleaned up SCC log spam when finding out-of-date dependencies
Change 3520237 by Yannick.Lange
VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active.
Change 3520923 by Max.Chen
Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated.
#jira UE-46301
Change 3521212 by Matt.Kuhlenschmidt
PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL)
#jira UE-46821
Change 3521216 by Matt.Kuhlenschmidt
PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx)
#jira UE-46810
Change 3521221 by Matt.Kuhlenschmidt
PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist)
#jira UE-46683,UE-46714
Change 3521344 by Yannick.Lange
Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID.
#jira UE-46741
Change 3521825 by Joe.Graf
#Xb1
Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h
#CodeReview: ben.woodhouse
Change 3522114 by Joe.Graf
#Xb1
Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review
#CodeReview: ben.woodhouse
Change 3524202 by Matt.Kuhlenschmidt
Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac.
#jira UE-46653
Change 3524263 by Bradut.Palas
#jira UE-46671
The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching.
Change 3524265 by Bradut.Palas
#jira UE-46261
Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client ))
Solved by banning that specific use of the command.
Change 3524266 by Bradut.Palas
#jira UE-45592
The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons.
Change 3524585 by Bradut.Palas
Back out changelist 3524265 until I can figure out why the build system doesn't like it.
Change 3525921 by Bradut.Palas
Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR)
Change 3526124 by Matt.Kuhlenschmidt
Remvoe debug canvas proxy
Change 3526139 by Matt.Kuhlenschmidt
Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2
Change 3526663 by Cody.Albert
Fixed sequencer bindings to correctly work on streamed level in standalone preview mode
Change 3527028 by Cody.Albert
Back out changelist 3526663
Change 3527241 by Cody.Albert
Fixed sequencer bindings to correctly work on streamed level in standalone preview mode
Change 3527829 by Max.Chen
Fbx: Add static transform values to curve data import.
#jira UE-46888
Change 3527830 by Max.Chen
Sequencer: Import static/default transforms and camera focal lengths from fbx.
#jira UE-46888
Change 3528768 by Matt.Kuhlenschmidt
Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view.
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3530675 by Michael.Dupuis
#jira UE-46913 : Added extra validation to prevent possible crash
Change 3530991 by Matt.Kuhlenschmidt
Added ability for users to specifiy usd plugins for the USD importer
Change 3531110 by Matt.Kuhlenschmidt
Added automated import support for USD.
Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level
Change 3531119 by Matt.Kuhlenschmidt
USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD
Change 3531220 by Jamie.Dale
Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices
Change 3531831 by Cody.Albert
BP nodes can no longer be renamed on read-only graphs.
Change 3531938 by Yannick.Lange
Enable setting justification at runtime for multi-line text boxes.
#jira UE-44801
Change 3533011 by Matt.Kuhlenschmidt
Exporting render targets now chooses PNG if the render target format is an LDR format
Change 3533370 by Arciel.Rekman
Fix comparison of the RT format.
Change 3533717 by Nick.Darnell
Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG.
Change 3534756 by Arciel.Rekman
Linux: add path to bundled GL headers.
- Seems like we have been implicitly relying on it being added someplace else or simply present in the system.
- Change by Cengiz.Terzibas
Change 3535421 by Arciel.Rekman
Reduce SCW logspam on Linux (UE-46634)
#jira UE-46634
Change 3537520 by Matt.Kuhlenschmidt
PR #3780: Fix typo steam to stream (Contributed by YuchenMei)
Change 3537539 by Nick.Darnell
UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion.
Change 3537542 by Nick.Darnell
UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable.
Change 3537596 by Alexis.Matte
Fbx SDK 2018.1.1 Integration
#jira UE-45070
Change 3537672 by Matt.Kuhlenschmidt
Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel.
Change 3537796 by Alexis.Matte
Make sure all general settings are persist when we re-import a staticmesh from fbx file.
#jira UE-46829
Change 3537961 by Michael.Dupuis
#jira UE-47222: Prevent possible crash in some bad drag & drop case
Change 3538149 by Alexis.Matte
Make sure we export NTB information instead of just the normal when exporting to fbx
#jira UE-46785
Change 3538237 by Alexis.Matte
Fix import of large fbx scene (over 2 Gb) pr #3784
#jira UE-47124
Change 3538270 by Lauren.Ridge
Epic Friday: Preview scenes in material editors
Change 3539707 by Yannick.Lange
Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame.
Change 3539964 by Lauren.Ridge
Fix for cubemap not persisting between loads
Change 3540321 by Arciel.Rekman
Linux: CEF rebuilt with fewer dependencies (UE-46433).
- Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically).
- Change by Cengiz.Terzibas, polished by RCL.
Change 3540458 by Alexis.Matte
Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode.
#jira UE-47199
Change 3540681 by Arciel.Rekman
Linux: fix flickering (UE-46351) - redoing fix from 4.17
- Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later.
#jira UE-46351
(Redoing the fix from CL 3538578 in 4.17).
Change 3540838 by Matt.Kuhlenschmidt
Fix locked actors still being moved by piloting them
Change 3542212 by Nick.Darnell
Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start.
Change 3544033 by Arciel.Rekman
Drop and deprecate /-prefixed commandline switches.
- Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19.
Change 3544213 by Nick.Darnell
Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer.
Change 3546113 by Nick.Darnell
Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw.
Change 3547129 by Michael.Trepka
Few small changes that make UnrealBuildTool faster when running on Mono
Change 3547454 by Jamie.Dale
Added search to editable texts
Change 3547460 by Jamie.Dale
The output log now applies a search to its editable text when filtering
This highlights the term matches on each line
Change 3548177 by Jamie.Dale
Optimized PO entry look-up
Change 3548287 by Matt.Kuhlenschmidt
Fix one off speedtree crash
#jira UE-47538
Change 3548377 by Lauren.Ridge
Checking that the Environment Map Path is set before trying to load it.
#jira UE-47365
Change 3548628 by Matt.Kuhlenschmidt
Fix focus graphic for tabs not pointing to the correct image
Change 3549289 by Max.Chen
Movie Scene Capture: Move window to within the desktop bounds when resizing.
#jira UE-37330
Change 3549290 by Arciel.Rekman
Fix hlslcc not working properly with newer clangs.
- Both the clang 3.8+ problem and UB reported by UBSan.
Change 3550573 by Max.Chen
Sequencer: Track drag drop.
Implement drag and drop onto a camera track, subscene track, and cinematic shot track.
#jira UE-45773
#jira UE-45387
Change 3550729 by Max.Chen
Sequence Recorder: Add interpolation and tangent settings for animation recording keys
#jira UE-46146
Change 3551558 by Nick.Darnell
UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher.
#jira UE-39404
Change 3551671 by Joe.Graf
Merged over the change to expose more of dormancy to Blueprints (UE-46240)
Change 3551684 by Cody.Albert
Removing some unused code from map check
Change 3552673 by Yannick.Lange
Fix crash select all levels with folders in the treewidget.
Change 3552960 by Yannick.Lange
Frontend filter for files referenced by any level in the project and a filter for not referenced by any level.
#jira UE-22153
Change 3553727 by Max.Chen
Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state.
#jira UE-47693
Change 3553778 by Arciel.Rekman
Cache check for compiler availability (UE-47699).
- Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls.
Change 3554128 by Matt.Kuhlenschmidt
Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it
Change 3554266 by Max.Chen
Movie Scene Capture: Override cinematic mode in the movie scene capture.
#jira UE-33473
Change 3555563 by Alexis.Matte
Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize.
#jira UE-47697
Change 3555755 by Yannick.Lange
VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons.
Change 3556334 by Matt.Kuhlenschmidt
Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel
Change 3558100 by Matt.Kuhlenschmidt
PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist)
Change 3558240 by Lauren.Ridge
Move floor in material editor preview scene based on preview mesh
Change 3558242 by Matt.Kuhlenschmidt
Fix console variables help page showing only rendering cvars by default
Change 3558243 by Matt.Kuhlenschmidt
Fix static analysis
Change 3558342 by Alexis.Matte
Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case.
Add a lot of animation sample rate automation tests
#jira UE-47342
Change 3558515 by Yannick.Lange
VR Editor: Changed icon for system and exit button on radial menu.
Change 3558973 by Matt.Kuhlenschmidt
Fix camera placement of the default map
Change 3559230 by Arciel.Rekman
Do not link CEF3 for servers (UE-47721).
Change 3559572 by Arciel.Rekman
Linux: make sure the engine is rebuilt during the updates.
Change 3560197 by Arciel.Rekman
Linux: cosmetic cleanup of an old code.
Change 3560904 by Max.Chen
Movie Scene Capture: Expose "Open Folder" hyperlink while capturing.
Change 3561213 by Matt.Kuhlenschmidt
Enable USD by default in QA game for testing
Change 3561928 by Matt.Kuhlenschmidt
Fix green glowing in the mateiral editor
#jira UE-47826
Change 3562259 by Arciel.Rekman
Made FPlatformMisc::DebugBreak() not inlined on Linux.
- Saves a great deal of binary size without really impacting a performance.
Change 3562630 by Arciel.Rekman
Make Linux editor compilable with clang 5.0-rc1.
Change 3563564 by Yannick.Lange
Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one.
#jira UE-47777
Change 3564529 by Jamie.Dale
Const-correct UScriptStruct::ExportText
Change 3564972 by Alexis.Matte
Fix staticmesh merge applying build scale multiple time Git PR #3807
#jira UE-47645
Change 3565253 by Arciel.Rekman
Fix "Anim to Play" being inaccessible after import (UE-47885).
- The variable was not initialized and could remain false on Linux.
#jira UE-47885
Change 3565293 by Jamie.Dale
Merged "Categories" into the main Output Log filter list
Change 3565939 by Alexis.Matte
Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp
Change 3566081 by Alexis.Matte
Fix staticmesh merge applying scale twice PR #3807
#jira UE-47645
Change 3566232 by Matt.Kuhlenschmidt
Fix edit inline properties not clipping properly
#jira UE-47775
[CL 3567077 by Matt Kuhlenschmidt in Main branch]
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]