#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
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant 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
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
Change 3110660 on 2016/9/1 by Andrew.Grant
Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).
#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(
Change 3106649 on 2016/08/30 by Cody.Haskell
#Orion
- Input Axis Work
#rb DanH
#tests PIE
Change 3106299 on 2016/08/30 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 31.2 @ CL 3105865
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3106213 on 2016/08/30 by Ben.Marsh
BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.
#rb none
#tests preflight
Change 3105994 on 2016/08/30 by Martin.Wilson
Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)
#jira UE-35289
#rb Thomas.Sarkanen
#tests Tested UI in editor
Change 3105331 on 2016/08/29 by Uriel.Doyon
Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
#rb marcus.wassmer
#tests launched editor and played game
#jira OR-25814
Change 3105143 on 2016/08/29 by Josh.Markiewicz
#UE4 - added assert when histogram input parameters don't match
#rb none
#tests launched/ran/won game golden path
#codereview dmitry.rekman, michael.noland, bart.bressler
Change 3104976 on 2016/08/29 by Jon.Lietz
pickup refector
- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
- All pickups now use the pick up manager, consolidated all pick up code into the manager.
- added to the XP set so we can define the CXP bounty for targets.
#RB Dave.Ratti
#tests Bot match, test maps, spawning coins and pickups.
Change 3103480 on 2016/08/26 by Josh.Markiewicz
#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
#rb none
#tests golden path matchmaking
#codereview paul.moore, eric.newman
Change 3103410 on 2016/08/26 by Max.Chen
Movie Capture: Fix commandline burnin option.
#rb none
#tests Render movie with commandline -UseBurnIn=yes option.
Change 3102134 on 2016/08/25 by Brian.Karis
Fix for HDR output exposure. Added 1000nit output option.
#rb marcus
#tests agora
Change 3101276 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_31 - Merging CL 3100347 (head revision of 2 files :o )
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3101267 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_DUI - Integrating Media changes from 4.13 (head revision)
#RB:none
#Tests:none
/Engine/Plugins/Media
/Engine/Source/Runtime/Media
/Engine/Source/Runtime/MediaAssets
[CodeReviewed] matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100378 on 2016/08/24 by John.Pollard
Fix a crash that can occur when scrubbing in replays
#codereview David.Ratti
#tests Replays
#rb DavidR
This is the output:
[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage
Change 3100375 on 2016/08/24 by Laurent.Delayen
Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).
#rb none
#codereview lina.halper
#tests Tacticia's RMB Targeting
Change 3100278 on 2016/08/24 by Laurent.Delayen
Fix for fast path struct copy being broken for FVectors.
#rb lina.halper
#codereview thomas.sarkanen
#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping
Change 3100161 on 2016/08/24 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix issue with refresh viewer command failing due to backend congestion
#rb RyanG
#tests Replays
Change 3100114 on 2016/08/24 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3098849
#RB:none
#Tests:none
#CodeReview: kerrington.smith, matt.schembari
#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100015 on 2016/08/24 by Michael.Noland
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
#rb Aaron.McLeran
[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
#tests Compiled and ran a golden path match with headphones on
Change 3100012 on 2016/08/24 by Michael.Noland
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#rb marc.audy
[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
#tests Compiled and ran a golden path match with headphones on
Change 3099889 on 2016/08/24 by Max.Chen
Sequencer: Added command line option to enable burnin
#rb none
#tests Render movie from command line wtih -UseBurnIn=yes
Change 3099801 on 2016/08/24 by Lina.Halper
Removed unnecessary comment
#rb: none
#code review: Benn.Gallagher
#tests: compile
Change 3099787 on 2016/08/24 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#http
- fix for cancelled requests that have not been started never triggering a completion delegate
- fixes soft lock when handling disconnects during login
OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting
#rb josh.markiewicz, alex.fennell
#tests none
#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3099252 on 2016/08/24 by Lina.Halper
Fixed menu text
#rb: none
#code review: Thomas.Sarkanen
#tests: open editor and create child montage and replaced the animation
Change 3099251 on 2016/08/24 by Lina.Halper
Deterministic cooking of skeleton
- abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked
#jira: UE-34834
#rb: Martin.Wilson
#tests: cooking orion and make sure it works
Change 3098504 on 2016/08/23 by Bart.Bressler
Add server time between sending packets monitoring histogram
#rb dmitry.rekman
#tests ran server locally and made sure analytics events were sent
Change 3098494 on 2016/08/23 by Michael.Noland
Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
#codereview ben.salem, gil.gribb
#rb none
Change 3098491 on 2016/08/23 by Mieszko.Zielinski
Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4
#rb Lukasz.Furman
#test golden path
Change 3098070 on 2016/08/23 by Lina.Halper
Fix crash with UI update reconstructing
- will have to come up with a better solution than this.
#rb: Martin.Wilson
#tests: child anim montage
Change 3097914 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
Merging CL #3097879
from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
[CodeReviewed]: Philip.Buuck
#TESTS: unit tests
#RB: none
#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097745 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Megre 30.2/31 @ CL 3096895
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097722 on 2016/08/23 by Chris.Bunner
Update texture expression properties before triggering parent material recompile.
#rb John.Billon
#tests Editor replace references, Golden path
#jira OR-27531
Change 3097694 on 2016/08/23 by Lina.Halper
#Child Anim Montage
- Duplicate from parent of the information it cares to get
- Currently it is selective on copying what data
- Modified GetAllAnimationSequencesReferred to get a partial data
- Added ParentAsset/AssetMappingTable in AnimationAsset
- Sequence Browser opening would also add to history
- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on
#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
#rb:Martin.Wilson
#tests: creating child montage, editing, lots of UI functionality, notifies placement
Change 3097513 on 2016/08/23 by Thomas.Sarkanen
Non-POD structs can now be copied using the fast path
We now always use CPP struct ops to perform copies when dealing with struct properties.
#jira UE-34571 - Support struct member access on AnimBP fast path
#rb Laurent.Delayen
#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.
Change 3096729 on 2016/08/22 by Mieszko.Zielinski
Fixes to EQS scoring function preview #UE4
#rb Lukasz.Furman
#test golden path
Change 3096596 on 2016/08/22 by Jason.Bestimt
#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)
#RB:none
#Tests:none
#CodeReview: matt.schembari, max.preussner
#R@BOMERGE: MAIN
Change 3096550 on 2016/08/22 by Jurre.deBaare
Fix for HLOD dirty clusters PIE warning message
#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
#rb none
Change 3096532 on 2016/08/22 by Mieszko.Zielinski
Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4
As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized
#codereview Lukasz.Furman
#rb none
#test golden path
Change 3096455 on 2016/08/22 by Jason.Bestimt
#R@BOMERGE-AUTHOR: keli.hlodversson
#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
#RB David.Nikdel
#TESTS none
#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3096316 on 2016/08/22 by Sammy.James
Resave to fix log warnings.
BPC changes to ensure type saves.
#rb #tests editor
Change 3096040 on 2016/08/22 by bruce.nesbit
Revised fix for landscape crash
#rb GarethM
#tests Game
#codereview Bart.Bressler
Change 3096015 on 2016/08/22 by bruce.nesbit
Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server
#rb none
#tests game
#codereview Bart.Bressler
Change 3095578 on 2016/08/19 by Mieszko.Zielinski
Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4
This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor
#rb none
#test golden path
#codereview Lukasz.Furman
Change 3095397 on 2016/08/19 by Lina.Halper
Fix issue with crash when deleting all segment
#rb: Laurent.Delayen
#tests: delete segment and make sure it doesn't crash
#jira: UE-34830
Change 3095060 on 2016/08/19 by Bart.Bressler
Don't load ULandscapeComponent objects on dedicated servers to save memory.
#tests cooked server data and played a Solo vs. AI game
#rb gareth.martin
#codereview james.golding
Change 3095037 on 2016/08/19 by Lina.Halper
Potential fix with montage trigger ensure on marker sync group
#jira: OR-27685
#rb: Benn.Gallagher
#code review: Martin.Wilson
#tests: attack primhelilx with knock up
Change 3094962 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
#RB: None
#TESTS: test suite in source
[CodeReviewed]: Philip.Buuck
#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094950 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merge #UE4 - Made FMD5 const-correct
#RB: none
#TEST: none
#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094619 on 2016/08/19 by Lina.Halper
#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#rb: Benn.Gallagher
#jira : UE-34886
#tests: cooking infiltrator that showed same issue and run game.
Change 3094532 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3094498
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3093260 on 2016/08/18 by Josh.Markiewicz
#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
- removed unnecessary cast
#rb bart.bressler
#codereview bart.bressler, rob.cannaday
#tests launched game, some basic party testing
Change 3093224 on 2016/08/18 by Josh.Markiewicz
#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
#rb paul.moore
#codereview anthony.carter
#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining
Change 3092597 on 2016/08/17 by Daniel.Lamb
Added Ben Crocker to the rebuild lighting emails.
#rb Trivial
#Test none
Change 3092063 on 2016/08/17 by andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb #tests none
Change 3091081 on 2016/08/16 by Jurre.deBaare
Fixing non-Editor build errors
#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
#tests Build Editor + Game
#rb none
Change 3091009 on 2016/08/16 by Mieszko.Zielinski
Added a way to configure a map to not spawn AISystem instance at all #UE4
#rb none
#test golden path
Change 3090932 on 2016/08/16 by Michael.Noland
Vixen: Added indication to the analytics and FPS charts
#rb marcus.wassmer
#tests Compiled for the platform
Change 3090844 on 2016/08/16 by Laurent.Delayen
Replicated CL 3090734 from Fortnite.
---
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
#codereview john.abercrombie
#rb none
#tests golden path
Change 3090832 on 2016/08/16 by Michael.Noland
Windows: Fixed a whitespace issue
#rb none
#tests Compiled for windows
Change 3090688 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb none
#tests built
#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3090547 on 2016/08/16 by Jurre.deBaare
Need a warning message similar to lighting unbuilt when HLOD cluster is not built
#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
#jira UE-34335
#rb none
#codereview Michael.Noland
#tests pie Agora with and without dirty HLOD clusters
Change 3090285 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3090267
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3089413 on 2016/08/15 by paul.mader
Agora 2.0 assets
Change 3089266 on 2016/08/15 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
#rb none
#tests Convert steel to possessable in Gameplay_PS4 map.
Change 3089136 on 2016/08/15 by Mieszko.Zielinski
Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4
#rb Lukasz.Furman
#codereview Dan.Youhon
#test golden path
Change 3089118 on 2016/08/15 by Mieszko.Zielinski
Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4
#rb none
#test golden path
Change 3088976 on 2016/08/15 by Andrew.Grant
Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
Removed superflous /Os from VC debugg settings
#rb none
#tests verified module built with 'Never' on PS4/Win is built without optimizations.
#codereview Marcus.Wassmer, Ben.Marsh
Change 3088830 on 2016/08/15 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3088807
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3088597 on 2016/08/14 by Jason.Bestimt
#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)
#RB:none
#Tests:none
#CodeReview: andrew.grant, david.ratti, matt.schembari
Change 3087827 on 2016/08/12 by Bart.Bressler
Updates to skeletal mesh memory saving on dedicated server
#rb lina.halper
#tests Cooked server data, played a game for a while in Solo vs. AI
Change 3087351 on 2016/08/12 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
#jira OR-27406
#rb RyanG
#tests Replays
Change 3087118 on 2016/08/12 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3086747
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3086176 on 2016/08/11 by Marcus.Wassmer
Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
#rb Rolando.Caloca
#tests Broken PS4 content before/after
Change 3085992 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Unclog R@BOMERGE
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3085911 on 2016/08/11 by Laurent.Delayen
Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex
#rb none
#tests Orientation Warping
Change 3085614 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3085547
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3084507 on 2016/08/10 by Marcus.Wassmer
Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
#rb none
#tests paragon ps4/vixen
#codereview Olaf.Piesche
Change 3084136 on 2016/08/10 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3083799
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083424 on 2016/08/09 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#tests Use sequence recorder to record a skeletal mesh actor
#rb none
Change 3083134 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#online,store,ps4
- creating one offer entry per entitlement
#rb david.nikdel, ian.fox
#tests MTX purhcase on PS4
#lockdown: andrew.grant
#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083069 on 2016/08/09 by Marcus.Wassmer
Vixen scalability changes
#rb Michael.Noland
#tests vixen/ps4
#codereview jordan.walker
Change 3083063 on 2016/08/09 by Marcus.Wassmer
Most games will probably run out of memory if setup to do auto-4k.
Make this a setting that's off by default.
#rb Michael.Noland
#codereview Luke.Thatcher, Lee.Clark
#tests vixen on 4k.
Change 3082778 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
#rb none
#tests Agora on vixen.
Change 3082772 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for detail mode reregistration (3065543)
#rb none
#tests Toggled detail mode, observe proper items spawning
Change 3082765 on 2016/08/09 by Marcus.Wassmer
Don't crash when trying to use windowed vsync on vixen
#rb Michael.Noland
#test ran paragon on vixen
#codereview Luke.Thatcher,Lee.Clark
Change 3082764 on 2016/08/09 by Marcus.Wassmer
fix HLOD distance scale not working properly when components are re-registered.
#rb michael.noland
#codereview jurre.debarre
#tests setting multiple times, setting on boot via deviceprofile
Change 3082429 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-30.1 to Main (//Orion/Main)
Change: 3082419
#online,store,PS4
OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen
- added config option for toggling store on PS4
[OnlineSubsystemPS4]
bStoreEnabled=true
- can also override via title specific json values in <titleid>\title.json
allow_mtx=true
[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
#lockdown: andrew.grant
#rb none
#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)
#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3082194 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3082105
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080984 on 2016/08/08 by Lina.Halper
Issue with not being able to set static animation data via BP
- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.
#rb: Martin.Wilson
#tests: Sword Beauty map
Change 3080665 on 2016/08/08 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3080081
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080565 on 2016/08/08 by Laurent.Delayen
Fix for curve values during URO interpolation.
Fixes flashing of materials and Twinblast's ult weapon.
https://jira.ol.epicgames.net/browse/OR-27107https://jira.ol.epicgames.net/browse/OR-24358
#rb lina.halper, martin.wilson
#tests Twinblast's ult and Coil's primary.
Change 3079832 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: marcus.wassmer
Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
#rb none
[CodeReviewed] Chris.Wood
#tests checked crashcontext on PC/PS4
#lockdown Andrew.Grant
#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3079045 on 2016/08/05 by Lina.Halper
Adding more log to figure out why ActivePlayers.Count becomes inconsistent.
#rb: Martin.Wilson
#tests: PIE with bots
Change 3078944 on 2016/08/05 by Rolando.Caloca
O - Update blacklisted driver
#jira OR-27051
#rb Marcus.Wassmer
#tests Run with AMD card
Change 3078735 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3078670
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3078122 on 2016/08/04 by Dmitry.Rekman
Linux: treat abort() / SIGABRT as crash.
- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
- Rewrote RequestExit() because it used abort() itself.
- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.
#rb Mark.Satterthwaite
#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant
#tests Ran Linux server, crashed using different methods.
Change 3077887 on 2016/08/04 by Dmitry.Rekman
Initialize StackCount to 0 (kills valgrind warning).
#rb David.Ratti
#codereview David.Ratti
#tests Ran Linux server.
Change 3077257 on 2016/08/04 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3077193
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3077242 on 2016/08/04 by Dmitry.Rekman
Linux: stop heartbeat thread before handling the crash.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski, Andrew.Grant
#tests Compiled and ran Linux server, crashed it.
Change 3076676 on 2016/08/03 by Dmitry.Rekman
Linux: print details about memory access (read or write).
- Also print all the 16 digits of the pointer.
- Read/write detection only implemented for x86_64.
#rb Andrew.Grant
#codereview Andrew.Grant
#tests Compiled (natively) and ran Linux server.
Change 3076675 on 2016/08/03 by Dmitry.Rekman
Print a bit more info about the array in assert.
#rb Andrew.Grant
#codereview Andrew.Grant
#test Compiled and ran Linux server.
Change 3076010 on 2016/08/03 by Laurent.Delayen
Moved OrionAnimNode_LegIK from Paragon to Engine.
#codereview lina.halper
#rb none
#tests Grim.exe + Iggy & Scorch
Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt
Reimplemented 3070766 for Orion:
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#rb none
#tests none
Change 3075446 on 2016/08/03 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3075422
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3075394 on 2016/08/03 by HaarmPieter.Duiker
Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
#rb marcus.wassmer
#tests post process color correction
Change 3074314 on 2016/08/02 by Dmitry.Rekman
Linux: change optimization from -O2 to -O1 (temporarily?).
- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
- Also adds a line to UBT output during compilation to draw attention.
#rb Michael.Noland
#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
#tests Compiled and ran Linux server.
Change 3073553 on 2016/08/02 by jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3073360
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3073505 on 2016/08/02 by Daniel.Lamb
Added cook modification delegate stats to cooker stats.
#rb Wes.Hunt
#test cook paragon.
Change 3072440 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.
#rb none
#tests SHIPPING
Change 3072259 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.
#rb Michael.Noland
#tests PIE
Change 3071908 on 2016/08/01 by John.Pollard
Fix null reference crash
#rb DavidR
#tests Live game + replays
Change 3071876 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#rb none
#tests FN + Paragon live game + replays
#codereview Andrew.Grant
Change 3071875 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Finalize replay version system
* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071874 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix gameplay tags to work better with backwards compatibility in replays
* We use the net field export group system in the package map to export tag names as a packed index
* This will allow us to see the names of tags that no longer exists on the remote side
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071776 on 2016/08/01 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3071738
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3071258 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.
#rb none
#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.
Change 3071099 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.
#rb none
#tests ran paragon with change and noticed no change in audio quality
Change 3070916 on 2016/07/29 by Andrew.Grant
Missed file!
#rb #tests na
Change 3070915 on 2016/07/29 by Andrew.Grant
Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
#rb none
#tests Engine QA, Orion QA smoke
Change 3070576 on 2016/07/29 by Uriel.Doyon
Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
#review-3070386 @marcus.wassmer
#jira OR-25941
#rb marcus.wassmer
#tests Run Game on PS4, and in editor
Change 3070086 on 2016/07/29 by Martin.Wilson
Fixed ensure triggering during sequencer playback due to double update.
#jira UE-33938
#rb Thomas.Sarkanen
#tests opened affected asset and verified problem no longer occured
Change 3070016 on 2016/07/29 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30 @ CL 3069935
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3069435 on 2016/07/28 by Ian.Fox
#Orion, #Mcp - Check if Price Engine is configured before attempting query
#rb Sam.Zamani
#tests none
#codereview Sam.Zamani
Change 3069381 on 2016/07/28 by Michael.Noland
Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
#rb nick.penwarden
#tests Loaded Paragon cine asset that was crashing
#codereview lina.halper, martin.wilson
Change 3069203 on 2016/07/28 by Dmitry.Rekman
Headless client: do not draw windows.
- Disables a bunch of code, including reaching into font cache to estimate width.
- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).
#rb Nick.Atamas
#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem
#tests Compiled and ran Orion Linux client.
Change 3069181 on 2016/07/28 by Lina.Halper
Fix struct redirector for Orion anim node moving to engine
#rb: Maciej.Mroz
#code review:Laurent.Delayen
#tests: editor loading the anim BP that caused the name conversion
Change 3069092 on 2016/07/28 by Aaron.McLeran
OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
- Not all active sounds have sound classes, was causing a crash
#codereview marc.audy
#rb zabir.hoque
#tests Run game with stat soundcues and not crash
Change 3068969 on 2016/07/28 by David.Ratti
Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.
#rb none
#tests compile
Change 3068902 on 2016/07/28 by David.Ratti
Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
#rb none
#tests compile
Change 3068831 on 2016/07/28 by Aaron.McLeran
OR-26417 Reverb is too loud in-game in Dev-General
- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.
#rb Jeff.Campeau
#tests run a map with no reverb audio volume and reverb is not super wet
Change 3068529 on 2016/07/28 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config)
#RB: none
#TESTS: none
#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3068399 on 2016/07/28 by Andrew.Rodham
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira OR-25769
#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
#rb Benn.Gallagher
Change 3068138 on 2016/07/28 by Marcus.Wassmer
Disable mallocleak testing by default
#rb none
#test none
Change 3068121 on 2016/07/28 by Marcus.Wassmer
Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
#rb Robert.Manuszewski
#tests stack tracing / symbolication with mallocleak on windows.
Change 3068119 on 2016/07/28 by Marcus.Wassmer
Fix MallocLeakProxy deadlock
#rb Robert.Manuszewski
#tests mallocleak start/stop/dump on windows
Change 3067752 on 2016/07/27 by Michael.Noland
Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code
Upgrade Notes:
- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)
Paragon:
- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.
#rb dmitry.rekman
#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
#review-3067607 @Dmitry.Rekman, @Bob.Tellez
#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI
Change 3067654 on 2016/07/27 by Michael.Noland
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#rb steve.robb
#jira UE-31959
[duplicating CL# 3039827]
#tests Tried moving a folder in the editor
Change 3067644 on 2016/07/27 by Aaron.McLeran
OR-24537 Looping audio sometimes persists in Agora
Adding stopping sounds if audio component is destroyed while playing a looping sound
#rb jeff.campeau
#tests audio component stops looping sound if audio component is destroyed prematurely
Change 3067560 on 2016/07/27 by Aaron.McLeran
OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters
- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
- Don't call EnsureCompletion on pending async tasks on teardown
#rb Jeff.Campeau
#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions
Change 3067420 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge 29.2/30 @ CL 3067312
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067316 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3065602
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari
#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067025 on 2016/07/27 by Michael.Noland
Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
#rb none
#tests Compiled
Change 3067020 on 2016/07/27 by Michael.Noland
Core: Various improvements to FHistogram and split it out into separate files
- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
- Added O(1) getters for total sample counts and sum of all measurements
- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
- Added support for specifying explicit histogram bucket thresholds
#rb dmitry.rekman
#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage
Change 3066681 on 2016/07/27 by Frank.Gigliotti
Camera anim field of view fix;
* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.
* Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees.
#RB None
#CodeReview Jeff.Farris
#Tests Multiple camera animations in PIE
Change 3066508 on 2016/07/27 by Lina.Halper
Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#rb: Martin.Wilson
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
Change 3066246 on 2016/07/27 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Fix for non-unity error
#rb none
#tests compiled
#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3066167 on 2016/07/27 by Benn.Gallagher
Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
#rb Ori.Cohen
#tests Editor, PIE, Applying clothing to characters.
Change 3065868 on 2016/07/27 by Michael.Noland
Blueprints: Fixing non-editor build (missing WITH_EDITOR)
#rb none
#tests Compiled PS4
Change 3065749 on 2016/07/26 by Michael.Noland
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
#codereview mike.beach, marc.audy
#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
#rb Phillip.Kavan
Change 3065706 on 2016/07/26 by Josh.Markiewicz
#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
- fixed non shipping cmd line override to be correct
#rb none
#codereview andrew.grant, paul.moore
#tests none
Change 3065359 on 2016/07/26 by Rob.Cannaday
Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit.
Break up calls in batches of 100 ids.
#jira OR-20674
#rb ian.fox
#tests login to front end with PC, PS4. forced tests to simulate > 100 requests.
Change 3065197 on 2016/07/26 by Bart.Bressler
Change how PS4 sessions work:
- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
- Added comments, other misc. code cleanup.
#rb josh.markiewicz, sam.zamani, rob.cannaday
#tests created cross play parties with multiple pc + ps4 players
#jira OR-20332
Change 3065158 on 2016/07/26 by Lina.Halper
Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#rb: Martin.Wilson
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3064735 on 2016/07/26 by Dmitry.Rekman
Linux: added WebRTC libs.
- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).
#rb none
#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.
(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064727 on 2016/07/26 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb none
#tests Compiled and ran Linux server and Linux client.
(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064725 on 2016/07/26 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064572 on 2016/07/26 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3064545
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3064523 on 2016/07/26 by Jon.Lietz
Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.
#RB none
#tests BP compiles and stays not dirty
#codereview dave.ratti@epicgames.com
[CL 3111290 by Andrew Grant in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
==========================
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]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720537 on 2015/10/07 by Aaron.McLeran
Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick
Change 2746582 on 2015/10/29 by Aaron.McLeran
Implementing single ray-cast sound occlusion
- Fixing/Implementing sound occlusion using one ray cast
- Update rate of the ray cast is conifgurable by the user
- User can enabled/disable occlusion and set various properties of the occlusion at the audio component level
- Occlusion ray-casts are made at a slower rate than the audio engine is updated
- The following properties are supported:
* LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded)
* OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded)
* OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions)
- Fixed how low-pass filter frequency is applied on platforms that support it.
* Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter
* Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering)
* Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params.
* At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used
* Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied.
* XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing.
#rb zak.middleton
Change 2765174 on 2015/11/12 by Aaron.McLeran
UE-23091 More fixage for NaN audio log spam
Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense.
To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h.
- Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread.
- Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe.
- I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate
#codereview Zak.Middleton
#rb Zak.Middleton
Change 2765467 on 2015/11/13 by James.Golding
- Allow -ms option to work with 'stat dumphitches' for controlling min time logged
#rb gil.gribb
Change 2765746 on 2015/11/13 by Benn.Gallagher
Added buckets for update rate shift tags (for staggering anim updates)
#jira UE-23213
#rb Bruce.Nesbit
Change 2765747 on 2015/11/13 by Benn.Gallagher
Fixes for bone length calculation in anim dynamics chains.
#rb Bruce.Nesbit
Change 2765749 on 2015/11/13 by Benn.Gallagher
Removed allocations from local CS blends for skeletal controls.
#rb Bruce.Nesbit
Change 2765752 on 2015/11/13 by Benn.Gallagher
Lod mapping support for URO customization
#jira UE-23211
#rb Bruce.Nesbit
Change 2765965 on 2015/11/13 by Marc.Audy
Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE
#jira UE-21181
#rb Josh.Markiewicz
Change 2766071 on 2015/11/13 by Mieszko.Zielinski
Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4
the 'bTickDuringGame == bTickDuringGame' thing
#rb John.Abercrombie
Change 2766086 on 2015/11/13 by Mieszko.Zielinski
Exposing NavModifierComponent to ENGINE_API #UE4
#codereview Lukasz.Furman
Change 2766345 on 2015/11/13 by Mieszko.Zielinski
No longer compiling AISystem's creation out from client builds #UE4
Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable
Change 2766346 on 2015/11/13 by Mieszko.Zielinski
Improvements to EQS test scoring function preview #UE4
#rb Lukasz.Furman
Change 2766528 on 2015/11/13 by Stan.Melax
multiple materials/chunks on a single cloth sim mesh
This supposedly used to work in 4.7 but broke for 4.8
It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts.
Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration.
jira:
#UE-23300
https://jira.ol.epicgames.net/browse/UE-23300https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html
Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674
#rb Benn.Gallagher
Change 2766546 on 2015/11/13 by Marc.Audy
Throw warning for orphaned looping sounds caused by a looping sound node
Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping
#rb Aaron.McLeran
Change 2766917 on 2015/11/14 by Jurre.deBaare
Fix UE4-23349 Simplygon doens't support sub 64 pixel textures
Change 2767742 on 2015/11/16 by Marc.Audy
Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton.
Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls
#rb Zak.Middleton, Rob.Manuszewski
Change 2767827 on 2015/11/16 by Zak.Middleton
#ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached.
- New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received.
- Also fixes trying to smooth rotation towards identity rotation before receiving network updates.
- Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now).
#rb Dan.Youhon
Change 2768070 on 2015/11/16 by Marc.Audy
Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues)
Fixup usages to avoid unnecessary string -> char* -> name conversions
Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version
#rb Gil.Gribb
Change 2768121 on 2015/11/16 by Marc.Audy
Forceinline GetFName
Change 2768161 on 2015/11/16 by Aaron.McLeran
Checking occlusion back in
- Bug was due to improper interpolation of LPFFrequency values in audio volumes.
Change 2769428 on 2015/11/17 by Thomas.Sarkanen
Fixed backwards-compatibility issues with FExposedValueCopyRecord
Added PostSerialize function to patch up older data to the new format (copies properties->property FNames).
Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation.
UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter())
#rb James.Golding
#codereview Mike.Beach,Bob.Tellez
Change 2769488 on 2015/11/17 by Benn.Gallagher
DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona
#rb Martin.Wilson
Change 2769545 on 2015/11/17 by Benn.Gallagher
Added space conversion options to copy bone node.
#jira OR-9430
#rb Martin.Wilson
Change 2770228 on 2015/11/17 by Marc.Audy
Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false
#rb Ori.Cohen
#jira UE-23366
Change 2770489 on 2015/11/17 by Marc.Audy
Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise
Change 2770761 on 2015/11/17 by Aaron.McLeran
Removing optimization disablement
- Forgot to remove these lines before checking in/testing.
Change 2771375 on 2015/11/18 by Thomas.Sarkanen
Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines
#rb Benn.Gallagher
Change 2771697 on 2015/11/18 by Jeff.Farris
Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake
#rb marc.audy
Change 2771755 on 2015/11/18 by Marc.Audy
Put back in the recursion block for destroy actor
#rb James.Golding
Change 2772217 on 2015/11/18 by Marc.Audy
Update axis inversion to work the same way as sensitivity instead of old problematic way
Also change to use Reset instead of Empty(Array.Num())
#rb Jeff.Farris
Change 2772686 on 2015/11/18 by Aaron.McLeran
Fixing HRTF spatialization coordinate bug.
Don't need to convert to xaudio2 coordinates for HRTF spatialization
#rb chad.taylor
Change 2772766 on 2015/11/18 by Aaron.McLeran
Fixing HRTF spatialization with xaudio2 voice pools
- Issue was caused by 2 issues:
- effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices)
- Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool.
#rb chad.taylor
Change 2773027 on 2015/11/19 by Thomas.Sarkanen
PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts)
#rb Thomas.Sarkanen
Change 2773142 on 2015/11/19 by Benn.Gallagher
Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose.
- Only iterating beyond the index of the first bone transform, cutting off all bones before
- No longer using a bone mask the size of the skeleton, just an array of interesting nodes
- No longer attempting to convert a transform if it isn't necessary (which was happening a lot)
#rb Laurent.Delayen
Change 2773212 on 2015/11/19 by Richard.Hinckley
#jira UEDOC-2685
Removing ugly comment. Not going to remove the node itself for backward compatibility.
Change 2773351 on 2015/11/19 by Zak.Middleton
#orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates.
#rb Dan.Youhon
Change 2773599 on 2015/11/19 by Marc.Audy
Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang
#codereview Aaron.McLeran
Change 2773661 on 2015/11/19 by Richard.Hinckley
#jira UEDOC-2685
Following up by deprecating the CastToPlayerController function for 4.11.
Change 2774707 on 2015/11/19 by Stan.Melax
FCollisionQueryParams constructor API pitfall
Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName.
So this line of code:
FCollisionQueryParams Param(FName(TEXT("DragDropTrace")));
will invoke:
FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...)
But this line of code:
FCollisionQueryParams Param(TEXT("DragDropTrace"));
invokes:
FCollisionQueryParams::FCollisionQueryParams(bool)
Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended.
It looks like this interface was introduced in CL 1792949
back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach.
Making an API change would break things for existing projects.
If it had been a more recent change we could have probably just gone down to a single constructor right away.
Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters.
see also
https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html
#codereview ori.cohen
[CL 2775460 by Marc Audy in Main branch]