#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]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2835191 on 2016/01/19 by Nick.Whiting
Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads
#jira UE-22705
Change 2835686 on 2016/01/20 by Gareth.Martin
Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later.
#jira UE-18187
Change 2835767 on 2016/01/20 by Richard.Hinckley
#jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version.
Change 2835772 on 2016/01/20 by Richard.Hinckley
#jira UE-25499 Adding the material asset for the C++ TopDown template's cursor.
Change 2835811 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings
#jira UE-25704 Adjusted Matinee to happen at Box Location
#jira UE-25688 Adjusted Player Starts
#jira UE-25693 Adjusted Player Starts
Change 2835863 on 2016/01/20 by Gareth.Martin
Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted)
#jira UE-24883
Change 2835889 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue
Change 2835995 on 2016/01/20 by Jamie.Dale
The output log now hard-wraps lines to prevent long lines causing performance issues
#jira UE-24187
Change 2836052 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25675 Added Blocking Volume to prevent Player from Falling off map
#jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge
Change 2836137 on 2016/01/20 by Chad.Taylor
Vehicle and VehicleAdv template content fixes for new VR camera
#jira UE-25507
Change 2836166 on 2016/01/20 by Gareth.Martin
Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting
#jira UE-25093
Change 2836174 on 2016/01/20 by Chad.Taylor
IHeadMountedDisplay crash fix associated with accessing a dangling pointer.
#jira UE-25272
Change 2836179 on 2016/01/20 by Jamie.Dale
Optimized FShapedGlyphSequence reverse look-up
There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping
#jira UE-24187
Change 2836286 on 2016/01/20 by Chris.Babcock
Update Qualcomm TextureConverter for OSX
#jira UE-22092
#ue4
#android
Change 2836328 on 2016/01/20 by Nick.Darnell
Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process.
#jira UE-25752
Change 2836342 on 2016/01/20 by Nick.Darnell
Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager.
#jira UE-25753
Change 2836358 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25710 Replaced Deprecated Nodes
Change 2836510 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface
Change 2836564 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25716 Added bool to store last Moved Direction
Change 2836697 on 2016/01/20 by Taizyd.Korambayil
#jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac
Change 2836725 on 2016/01/20 by Peter.Sauerbrei
workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent
#jira UE-25123
Change 2836782 on 2016/01/20 by Jamie.Dale
Added FTextLayout::AddLines
This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine.
AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated.
#jira UE-24187
Change 2836801 on 2016/01/20 by Jeff.Campeau
[CL 2857187 by Matthew Griffin in Main branch]