Don't skip loading ini files if the path isn't fully qualified by ending in the .ini filetype.
This can prevent the CommandLineAlias from not being loaded if the ini file is skipped.
[FYI] Josh.Adams
#ROBOMERGE-AUTHOR: eric.knapik
#ROBOMERGE-SOURCE: CL 20445308 via CL 20445309
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20449664 by eric knapik in ue5-main branch]
even though ASTC could encode other values of A, still clamp as if it was BC6H for consistency
now all compressed HDR formats should clamp the same way that Oodle Texture currently does
#preflight 6296556c452ffe576a816993
#rb fabian.giesen
[CL 20440882 by charles bloom in ue5-main branch]
Replaced nullptr_t with TYPE_OF_NULLPTR to prevent error reporting in IDE's utilizing clangd like QT Creator
#rb steve.robb
#jira UE-153483
#preflight 62962084d86c0bf739afa06c
[CL 20436963 by Steve Robb in ue5-main branch]
- Added FHierarchicalLogArchive proxy that can be used to output a structured log archive.
- Converted world partition streaming generation logging to use FHierarchicalLogArchive.
#rb richard.malo
#preflight 6294e2363f154a84f7fb492d
#rnx
[CL 20431659 by JeanFrancois Dube in ue5-main branch]
Tested multiple blueprint and C++ projects with the same name in different directories; running the editor + PIE + cooking & packing.
#jira UE-130570
#review-20362376 @will.damon
#preflight https://horde.devtools.epicgames.com/job/628dfb1d415c65b96ae16322
#rb Will.Damon, Josh.Adams
[CL 20429412 by Richard Wallis in ue5-main branch]
Actual usage of the property will get merged in from UE5, but adding the placeholder property here to reduce pain from data merges.
This change also remaps the original bEvaluateWorldPositionOffset on SMC into bEvaluateWorldPositionOffsetInRayTracing, because this var was only ever driven by ray tracing specific methods.
We expect to need to special case robomerging the remap of bEvaluateWorldPositionOffsetInRayTracing since it needs to be done from different branches with different branch specific versions.
#rnx
#preflight 62912113fe5e30102ab83d32
#ROBOMERGE-OWNER: jeremy.moore
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 20398059 via CL 20398673 via CL 20398786
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20401242 by jeremy moore in ue5-main branch]
### Features
Prior to this change there are no trace channels active for any Editor process, and default channels were accessed by passing -trace or -trace=default.
This change enables default channels automatically for Editor.
#rb ionut.matasaru
#jira UE-151707
#preflight 627d6b4ba82f3adab8b0de98
#ROBOMERGE-AUTHOR: geoff.evans
#ROBOMERGE-SOURCE: CL 20394530 via CL 20394607 via CL 20394639
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20398664 by geoff evans in ue5-main branch]
As the memory tracing implementation grew and callstack tracing was extracted it became clear that alot of the code which was implemented as platform specific should really be platform independent. This changelist moves all MemoryTrace_* methods except the MemoryTrace_Initialize to a platform independent layer. This also allows for internalizing the "do-not-allocate-while-tracing-an-allocation" flag. Also took the oportunity to rename MemoryTrace.cpp in Microsoft folder to better reflect platform specific file.
#rb ionut.matasaru
#preflight 6290df2d3c05bea8bfd3ed82
#preflight 6290eb90b83292836e074fff
[CL 20394897 by Johan Berg in ue5-main branch]
From 119 Seconds to 269 ms when measuring the time redo a large marquee selection (30 384 static mesh instances).
#jira UE-148888
#preflight 627146b75e6ce673f443ccea
[CL 20393379 by Julien StJean in ue5-main branch]
- only one function used in one place, so easier to extern it directly.
#jira UE-149794
#rnx
#preflight 6290b15bf6668c14a3cc75d0
#rb pending
[CL 20392928 by David Harvey in ue5-main branch]
Locality links are now only added between elements with the same material
#rb brian.karis
#preflight 6290cee5dd2be751aeda4a71
[CL 20392408 by Rune Stubbe in ue5-main branch]
When worker threads are heavily utilized by slow tasks, ParallelFor may execute most of the work on the calling thread before most (or any) of its tasks have executed. Allowing these tasks to execute later is wasteful because each task executed on a background worker pays about 0.3us to lower and then raise thread priority. Canceling the tasks can avoid that cost when paired with an upcoming change to the scheduler, which saves about 40us for each call to ParallelFor in a heavily-utilized pool of 126 worker threads.
#preflight 62587f45010ebc5d4e89d347
#rb Andriy.Tylychko, Arne.Schober
[CL 20392225 by Devin Doucette in ue5-main branch]