#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775736 on 2015/11/20 by Richard.Hinckley
Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.
#codereview michael.noland
Change 2776352 on 2015/11/20 by Zak.Middleton
#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.
#rb Marc.Audy, Ori.Cohen
#codereview James.Golding
Change 2776401 on 2015/11/20 by Mieszko.Zielinski
Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4
The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality
#jira UE-23705
#rb Lukasz.Furman
Change 2777450 on 2015/11/23 by Martin.Wilson
Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime
#rb Thomas.Sarkanen
Change 2777698 on 2015/11/23 by Mieszko.Zielinski
Gameplay debugging tools fixes #UE4
Fixes:
- made newly added logs respect Log Visualizer's filters
- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.
In addition
- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched
#rb Lukasz.Furman
Change 2777762 on 2015/11/23 by Mieszko.Zielinski
Removed BlackboardComponent's functionality deprecated since 4.7 #UE4
#rb Lukasz.Furman
Change 2777839 on 2015/11/23 by Zak.Middleton
#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.
#rb Laurent.Delayen
Change 2777840 on 2015/11/23 by Zak.Middleton
#ue4 - Fix up uses of library math functions to go through our FMath namespace.
#rb Laurent.Delayen
Change 2778287 on 2015/11/23 by Stan.Melax
deprecation of FCollisionQueryParams(bool)
See 2774707 description for the whole story
#OR-9936
#codereview marc.audy
Changes to kite will have to be in a separate check-in
I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299
Change 2778507 on 2015/11/23 by Marc.Audy
Eliminate spurious cook warnings for known missing packages
#rb Michael.Noland
Change 2778546 on 2015/11/23 by Aaron.McLeran
Moving occlusion feature settings from audio component to sound attenuation settings struct.
- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)
#rb Zak.Middleton
Change 2778664 on 2015/11/23 by Zak.Middleton
#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.
#rb Aaron.Mcleran
#codereview Frank.Gigliotti
Change 2779335 on 2015/11/24 by Mieszko.Zielinski
Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4
Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.
#rb Lukasz.Furman
Change 2779338 on 2015/11/24 by Benn.Gallagher
Fixed crash in Persona when focus is taken from a different window
#jira UE-22516
#rb Ben.Cosh
Change 2779375 on 2015/11/24 by Benn.Gallagher
Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
#rb Ori.Cohen
Change 2779753 on 2015/11/24 by Zak.Middleton
#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.
#rb Brian.Karis
Change 2779853 on 2015/11/24 by Marc.Audy
Much faster filters due to Async framework, it's paraller now,
Optimizations to items rendered on sequencer,
Optimization to graphs rendered on canvas,
Changed as much as possible to event driven flot, to update data only when needed.
[CL 2670708 by sebastian kowalczyk in Main branch]
- new interface. Old FVisualLog class is used only as a devce for visual logger - only to store logs and to communicate with LogVisualizer for now (this class is going to be removed soon).
- added first basic automation tests
- added first simple Blueprint interface
- kept old functionality. ToggleAILogging cheat and EnableAILogging command line works too.
[CL 2321094 by sebastian kowalczyk in Main branch]
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
Change integrated from Dev branch, from CL #2282639
[CL 2282730 by sebastian kowalczyk in Main branch]