Commit Graph

12 Commits

Author SHA1 Message Date
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Dan Hertzka
a1c2d6695e - Improved procedural foliage API (a bit more encapsulation & access restrictions)
- Commented a number of classes more fully
- Added a protective measure to ProceduralFoliageTile to prevent future changes to the ordering of elements in the quad tree from affecting the outcome of the simulation
    - Note that this introduces what should be a one-time instance of indeterminism relative to old simulations (i.e. resimulating after this CL will give slightly different results than before)

[CL 2498888 by Dan Hertzka in Main branch]
2015-04-01 14:35:35 -04:00
Dan Hertzka
2ef4b4c1e8 - Renamed UProceduralFoliage to UProceduralFoliageSpawner
- Renamed UProceduralFoliageFactory to UProceduralFoliageSpawnerFactory

[CL 2486154 by Dan Hertzka in Main branch]
2015-03-20 10:56:26 -04:00
Ori Cohen
1e171ba552 Turn procedural foliage actor into volumes
[CL 2427283 by Ori Cohen in Main branch]
2015-01-31 20:10:32 -05:00
Ori Cohen
778e603fb6 Back out changelist 2412930. Waiting on mac fix for futures copy constructor
[CL 2413102 by Ori Cohen in Main branch]
2015-01-20 18:46:32 -05:00
Ori Cohen
7401f75043 Don't recompute tile overlap unless needed. Moved Overlap into procedural foliage asset
[CL 2412930 by Ori Cohen in Main branch]
2015-01-20 17:19:35 -05:00
Ori Cohen
ed43a53015 Rename Ecosystem to ProceduralFoliage
[CL 2407221 by Ori Cohen in Main branch]
2015-01-15 09:07:15 -05:00