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34 Commits
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1a48c7039a |
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //Orion/Dev-General @ 2961068)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2958488 on 2016/04/27 by Michael.Noland Engine: Added support for UNumericProperty (int64, etc...) and doubles as allowable types in data table structures (Note: Blueprints still can't access these types, so use is limited to C++ for now) #tests Tested with a data table created from a struct that contained int64 properties Change 2958440 on 2016/04/27 by Leslie.Nivison Adding .tps and licenses for elftoolchain #test none Change 2958434 on 2016/04/27 by david.nikdel #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - fix for merge conflict from 0.25 branch #tests none #ROBOMERGE-SOURCE: CL 2958433 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2958431 on 2016/04/27 by Martin.Wilson Fix crash when changing curve type of new curve #TESTS recreated original issue to prove changes fix it Change 2958409 on 2016/04/27 by Brad.Angelcyk updates LinuxToolChain with a function to escape arguments passed to clang #tests compiled LinuxNoEditor and LinuxServer Change 2958287 on 2016/04/27 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2958273 #RB:none #Tests:none Change 2958201 on 2016/04/27 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2958156 #RB:none #Tests:none Change 2958034 on 2016/04/27 by Dmitry.Rekman Do not skip rendering commands on server (UE-29891). - Enqueue... macros changed to make commands execute on the calling thread for UE_SERVER. - Removed workaround in stats code that was added because advancing frame was not previously happening. - Added logic to avoid allocating memory (and triggering check()) from NullRHI in FStaticShadowDepthMap. #coderreview Daniel.Wright, Sam.Zamani #tests Compiled Linux server and Windows client, ran a couple matches (on compatible cooked build). Change 2957881 on 2016/04/27 by Andrew.Grant Fix for UE-29973 #tests compiled Change 2957769 on 2016/04/27 by Robert.Manuszewski Stopping thread heartbeat when the engine crashes to prevent it from interfering with generating crash reports. #jira OR-20501 #tests Win64 client cooked build Change 2957711 on 2016/04/27 by david.nikdel #ROBOMERGE-AUTHOR: ben.marsh EC: Use the original author for any ROBOMERGED changes in failure emails. [CodeReviewed] David.Nikdel #ROBOMERGE-SOURCE: CL 2957709 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2957042 on 2016/04/26 by david.nikdel #ROBOMERGE-AUTHOR: nick.atamas Merging CL 2956472 from .25 to Main. Fading out HUD on victory/defeat. Added code to SRetainerWidget to respect its own opacity. #test PIE #ROBOMERGE-SOURCE: CL 2957041 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2957005 on 2016/04/26 by Daniel.Lamb Included pete on the rebuild lighting emails. He will be taking over whilest I'm out next week #test Compile. Change 2956915 on 2016/04/26 by Leslie.Nivison Adding .tps for swaggerui, roboto font. #test none Change 2956778 on 2016/04/26 by Lina.Halper Fixed crash with curve importing UID issue #Rb: none #Code review:Martin.Wilson #tests: editor, import, no crash Change 2956735 on 2016/04/26 by Mieszko.Zielinski Removed PRAGMA_DISABLE_OPTIMIZATION that slipped through code review #Orion #test none Change 2956669 on 2016/04/26 by Mieszko.Zielinski Big Bot Objectives pass #Orion - Objective graph navigation introduced, acompanied with BT task to take advantage of it - lots of improvements to AICommander and ObjectiveGraph - bot teams are aware of their human members while dealing objectives - behavior improvements, including a separate EQS queries for melee and ranged enemy selection Disabled for now, will get enabled in a separate CL #test golden path Change 2956665 on 2016/04/26 by Mieszko.Zielinski Changed NavMesh projection code to use 2d distance when looking for the best point on navmesh #UE4 #test golen path Change 2956639 on 2016/04/26 by Mieszko.Zielinski Implemented a generic, template 2d grid #UE4 #test none Change 2956628 on 2016/04/26 by Jon.Lietz first pass on gameplay code needed for Buff Bar - added OnTimeChangeDelegate to FActiveGameplayEffect to tracking when the duration or start effect time changes for a gameplay effect. - added GetGameplayEffectStartTimeAndDuration() that will set the passed in start time and duration for the given FActiveGameplayEffectHandle - added support for FOrionStatusEffectDisplayInfo to be a dynamic array vs a static one. - added a FGameplayTag and UTexture2D* to track buff effects #RB DaveRatti #tests apply and remove tracked gameplay effects. Change 2956424 on 2016/04/26 by Simon.Tovey Fix for OR-20387 Bone Socket module could require different sizes of instance data depending on properties that can differ between lods. Allocation code assumes all lods want the same size. Altered module to request max of all possible sizes. #tests Editor, GoldenPath, Fixes crash Change 2956403 on 2016/04/26 by Mieszko.Zielinski Generic, graph, template A* implementation #UE4 #test golden path Change 2956360 on 2016/04/26 by Lina.Halper Fix crash of animation editing when joint becomes invalid - due to compact joint and so on - Coil's editing has caused issue where it isn't included to compact bone container #tests: Michael Rumple tested this change in his local machine where we could crash consistently. Change 2956068 on 2016/04/26 by Leslie.Nivison Adding licenses, .tps for Mono #test none Change 2956049 on 2016/04/26 by Andrew.Grant Undid accidental console variables checkin Change 2955972 on 2016/04/26 by Bart.Bressler Add "Mixed" replication mode used by OrionPlayerState_Game to save bandwidth while replicating the player state. Saves 1.5-2kb/s Currently turned off with a cvar (Orion.PlayerState.MixedReplicationModeForPlayers) #tests took network profiles with/without changes, also loaded replays and used logging to make sure the correct data was getting replicated Change 2955966 on 2016/04/26 by Andrew.Grant Merging //UE4/Orion-Staging (Source: //UE4/Main @ 2952833) #tests compiled, cooked, PIE, golden-path Change 2955598 on 2016/04/25 by Andrew.Grant Optionally show warnings and errors visually on the HUD in dev builds. Controlled by DurationOfErrorsAndWarningsOnHUD in Engine.Engine section of DefaultEngine.ini (set to 0 to disable) #tests game, editor, PS4 played, exited. Change 2955589 on 2016/04/25 by Andrew.Grant Clarified array bounds warnings in script #tests local tests with bounds checking Change 2955506 on 2016/04/25 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging changes from Release branches to Main (//Orion/Main) #ROBOMERGE-SOURCE: CL 2955505 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2955274 on 2016/04/25 by Eric.Newman Improved support for in-memory screenshots. Added a RequestScreenshot variant that does not require a filename parameter. #tests sent myself several player report screenshots #robomerge: MAIN, 25 Change 2955109 on 2016/04/25 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2955087 #RB:none #Tests:none Change 2954451 on 2016/04/25 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2954443 #RB:none #tests:none Change 2954444 on 2016/04/25 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 25 @ CL 2954417 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2954443 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2954439 on 2016/04/25 by Robert.Manuszewski Removing debug code #tests none Change 2954437 on 2016/04/25 by Robert.Manuszewski Changing thread hang detection and DLL injection asserts to custom ensures so that we have time to verify if they work correctly in live environment. - DLL injection will now print only worker threads' callstacks - Tweaked messages printed when game hang is detected - re-enabled DLL injection test #tests Tested with cooked Win64 Client Change 2954379 on 2016/04/25 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_25 - Merge 24.1 fixes @ CL 2954327 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2954377 in //Orion/Release-0.25/... via CL 2954378 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2954157 on 2016/04/25 by Robert.Manuszewski Possible fix for missing/incomplete callstacks reported by thread hartbeat when a hang is detected. #tests Cooked Win64 client Change |
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0b4257e23a |
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change |
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505e2440b1 |
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
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2084c03863 |
Copying //UE4/Orion-Staging to //UE4/Main (//Orion/Dev-General @ 2855324)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2855265 on 2016/02/03 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2855247 on 2016/02/03 by Max.Chen PlacementMode: Null factory check in constructor to fix cooking. #codereview andrew.rodham #rb andrew.rodham #jira UE-26412 ChangeChange 2855116 on 2016/02/03 by Michael.Noland [AUTOMERGE] PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1 Merging CL# |
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f25badee7f |
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2826201 on 2016/01/13 by Zabir.Hoque
Add more verbose logging to try to understand #OR-11297
#lockdown Andrew.Grant
#CodeReview Marcus.Wassmer
#RB none
#TESTS compiled Win64 debug editor, ran agora_p
Change 2826170 on 2016/01/13 by Marcus.Wassmer
Flush unloaded resource properly in LoadMap
#codereview Gil.Gribb
#rb none
#test cycling game. memory is freed properly now.
#lockdown Andrew.Grant
Change 2826135 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General
Change
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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] |
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2fd2070b07 |
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2792706 on 2015/12/07 by Terence.Burns Rebuild lightmaps automation changes - Sync and Build binary files for execution - Much improved error handling - Email notification support added. #Note - This should massively simplify the batch script we use to rebuild lightmaps. #rb none #Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly. Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt Added settings to toggle on and off display of Ping and FPS values. Server FPS will be disabled before ship #rb none #test pc/ps4 golden path, pie Change 2791827 on 2015/12/05 by Marcus.Wassmer Fix texture memory leak. Fixes automation using too much memory. #rb Brad.Angelcyk #codereview bob.ferreira #test automation runs, editor. Change 2791313 on 2015/12/04 by Martin.Mittring fixed PS4 compiling #rb:Michael.Noland #test:not Change 2791014 on 2015/12/04 by Martin.Mittring nicer cvar help for r.PS4ContinuousSubmits #rb:Olaf.Piesche #code_review:Marcus.Wassmer #test:PC Change 2791011 on 2015/12/04 by Martin.Mittring fixed compile error when disabling ENABLE_TEXTURE_TRACKING #rb:Olaf.Piesche #test:run Paragon on PC Change 2790848 on 2015/12/04 by Martin.Mittring missing changes nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2790840 on 2015/12/04 by Martin.Mittring nicer cvar help, optimized unneccessary referencecounting, removed redundant code #rb:Olaf.Piesche #test:PC Paragon Change 2791585 on 2015/12/04 by Michael.Noland Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD #rb None #tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh Change 2791244 on 2015/12/04 by Ryan.Brucks Submitting all my Paragon Content before the new Agora Branch. Change 2791240 on 2015/12/04 by Marcus.Wassmer Bump to .061 patch and new pub tools to pass cert #rb non #test compile ps4 Change 2791132 on 2015/12/04 by ryan.brucks RenderToTextureMacros: fixed issue with polygon index being +1 on accident Change 2790747 on 2015/12/04 by Terence.Burns Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines. #rb None #tests Run through the Rebuild Lightmaps UAT script process. Change 2790589 on 2015/12/04 by Bart.Bressler - Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359. #rb sam.zamani #tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session Change 2790418 on 2015/12/04 by James.Golding Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation #rb none #tests none Change 2790333 on 2015/12/04 by James.Golding Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing #rb martin.wilson #codereview jurre.debaare #tests Built HLOD meshes in the editor Change 2790292 on 2015/12/04 by Olaf.Piesche Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes #rb marcus.wassmer #tests Editor, PIE Change 2790003 on 2015/12/04 by James.Golding Fix possible crash in ALODActor::RemoveSubActor #rb keith.judge #codereview jurre.debaare #tests Generated HLOD proxy in editor Change 2789998 on 2015/12/04 by James.Golding |
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9d58a141e9 |
Copying //UE4/Orion-Staging to Dev-Main (Originates from //Orion/Main @ CL-2759376)
#lockdown Nick.Penwarden [CL 2759916 by Andrew Grant in Main branch] |
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f89256dd0e |
Rebuild Lightmaps Commandlet
Runs a lighting build for specific, or all, map(s). Reusing the ResavePackages commandlet. The commandline for the commandlet is: ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=optionalmapname Script added to UAT to automate the process. The commandline for this is: RebuildLightmaps -project="My:/Absolute/Project/Path.uproject" -MapsToRebuildLightMaps=OptionalMapName [CL 2709358 by Terence Burns in Main branch] |