#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2860430 on 2016/02/09 by Aaron.McLeran
UE-26216 EQ Settings are incorrect, unable to produce a LPF setting
- Fix is to expose the xaudio2 eq effect parameters actually used
- Added support for real-time previewing of EQ parameter changes (interpolates from current to new values)
Platform code:
- CoreAudio's EQ AU effects have identical settings as well, translated the params to the mac code
- PS4 code was disabled before -- this change is a first-pass implementation for PS4, but its still not enabled
Change 2867932 on 2016/02/15 by Aaron.McLeran
Some adjustments and cleanups to recent dev-framework features
- Removing change to ObjectVersion in favor of a TaggedPropertyRedirect in BaseEngine.ini for EQSettings variables
- Adding bIsTraceDelegateBound bool for flagging need to add delegate binding for async traces
- Reverse iteratoing through PendingSoundsToDelete for deferred delete for async occlusion checks and using RemoveAtAtSwap
#rb marc.audy
Change 2894543 on 2016/03/04 by Ori.Cohen
When doing stricmp only convert to lower if characters are not already equal
#rb Robert.Manuszewski
Change 2896383 on 2016/03/06 by Mieszko.Zielinski
Fixed duplicating EQS queries copying query name as well #UE4
#rb Lukasz.Furman
Change 2897688 on 2016/03/07 by Ori.Cohen
Fix particle emitter post load not calling post load on its modules.
#rb Olaf.Piesche
#JIRA UE-27778
Change 2897806 on 2016/03/07 by Zak.Middleton
#ue4 - Protect against MTD sometimes returning negative distance when it should be positive.
#rb Jeff.Farris
Change 2897815 on 2016/03/07 by Zak.Middleton
#ue4 - Avoid multiple iterations with axis flipping in FindTeleportSpot unless we are spawning something. Otherwise the teleport spot could be placed on the other side of a wall. Also avoid using a partial MTD result in EncroachingBlockingGeometry() when one of the MTD tests fails.
#rb Jeff.Farris, Matt.Oelfke
Change 2897819 on 2016/03/07 by Zak.Middleton
#ue4 - FInterpTo() now treats negative values as instant speed as well as zero, consistent with other *InterpTo() functions. Previously it only treated zero as instant, and negative speeds returned the "Current" value.
#rb Laurent.Delayen
Change 2898891 on 2016/03/08 by Marc.Audy
Don't dirty level when launching standalone from editor
Rework spawning temporary spawn here player start when launching standalone from editor to use a transaction and undo it rather than spawn and destroy
Add a mechanism to squelch notification messages
Add the ability for a undo to say that the transaction cannot be undone
#jira UE-25702
#rb Nick.Darnell
Change 2898902 on 2016/03/08 by Ori.Cohen
Fix budget mode not showing up
#rb Gil.Gribb
Change 2898968 on 2016/03/08 by Tom.Looman
Added OnComponentTransformChanged delegate to editor. (UE-27305) #rb marc.audy
Change 2899511 on 2016/03/08 by Joe.Graf
Changed AllocateNameEntry to be template based instead of branching off of whether the string is ansi or wide in multiple places
Removed the load time hashing of FNameEntry as they are loaded which improves FLinkerLoad::SerializeNameMap() perf
#rb: robert.manuszewski, ori.cohen
#test: everything since this is FName, PS4
Change 2899525 on 2016/03/08 by Marc.Audy
Add an IsGamepadAttached function to Platform and Slate Application.
Implemented for XInputInterface and PS4/WinDualShock plugin
#jira UE-25059
Change 2899672 on 2016/03/08 by Marc.Audy
Expose setting vertical alignment for text render component to blueprints
Change 2899693 on 2016/03/08 by Ori.Cohen
- Increase name bucket count to 65k
- Increase name pool alocator to 256kb
#rb Gil.Gribb
Change 2901383 on 2016/03/09 by Jurre.deBaare
Adding Alembic TPS file
#codereview Wes.Hunt
Change 2901520 on 2016/03/09 by Zak.Middleton
#ue4 - Make "checkCode(Code)" macro work without requiring a semicolon in the code block.
Example:
checkCode(ensure(SomeTest);); // previous requirement:
checkCode(ensure(SomeTest)); // now supported
#rb Dan.OConnor
Change 2901532 on 2016/03/09 by Zak.Middleton
#ue4 - Add DiagnosticCheckNaN() version taking a string to FRotator and FQuat.
[CL 2910439 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775736 on 2015/11/20 by Richard.Hinckley
Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.
#codereview michael.noland
Change 2776352 on 2015/11/20 by Zak.Middleton
#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.
#rb Marc.Audy, Ori.Cohen
#codereview James.Golding
Change 2776401 on 2015/11/20 by Mieszko.Zielinski
Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4
The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality
#jira UE-23705
#rb Lukasz.Furman
Change 2777450 on 2015/11/23 by Martin.Wilson
Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime
#rb Thomas.Sarkanen
Change 2777698 on 2015/11/23 by Mieszko.Zielinski
Gameplay debugging tools fixes #UE4
Fixes:
- made newly added logs respect Log Visualizer's filters
- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.
In addition
- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched
#rb Lukasz.Furman
Change 2777762 on 2015/11/23 by Mieszko.Zielinski
Removed BlackboardComponent's functionality deprecated since 4.7 #UE4
#rb Lukasz.Furman
Change 2777839 on 2015/11/23 by Zak.Middleton
#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.
#rb Laurent.Delayen
Change 2777840 on 2015/11/23 by Zak.Middleton
#ue4 - Fix up uses of library math functions to go through our FMath namespace.
#rb Laurent.Delayen
Change 2778287 on 2015/11/23 by Stan.Melax
deprecation of FCollisionQueryParams(bool)
See 2774707 description for the whole story
#OR-9936
#codereview marc.audy
Changes to kite will have to be in a separate check-in
I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299
Change 2778507 on 2015/11/23 by Marc.Audy
Eliminate spurious cook warnings for known missing packages
#rb Michael.Noland
Change 2778546 on 2015/11/23 by Aaron.McLeran
Moving occlusion feature settings from audio component to sound attenuation settings struct.
- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)
#rb Zak.Middleton
Change 2778664 on 2015/11/23 by Zak.Middleton
#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.
#rb Aaron.Mcleran
#codereview Frank.Gigliotti
Change 2779335 on 2015/11/24 by Mieszko.Zielinski
Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4
Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.
#rb Lukasz.Furman
Change 2779338 on 2015/11/24 by Benn.Gallagher
Fixed crash in Persona when focus is taken from a different window
#jira UE-22516
#rb Ben.Cosh
Change 2779375 on 2015/11/24 by Benn.Gallagher
Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
#rb Ori.Cohen
Change 2779753 on 2015/11/24 by Zak.Middleton
#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.
#rb Brian.Karis
Change 2779853 on 2015/11/24 by Marc.Audy
- merged over from Fortnite branch
- includes adjusting all game projects that use AI code
- contains a nasty AIModule <-> Engine circular dependency. To be removed ASAP
[CL 2085468 by Mieszko Zielinski in Main branch]