#rb louisphilippe.seguin, robert.millar
#tests automatic and manual FramePro captures of Squads games on Linux in WSL2 and cloud hardware (m5.4)
#ROBOMERGE-AUTHOR: ilya.loshchinin
#ROBOMERGE-SOURCE: CL 19091015 via CL 19094278 via CL 19095759 via CL 19101834
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19141844 by ilya loshchinin in ue5-main branch]
Allow more flexibility of the Metal RHICopyToResolveTarget to include compatable texture view pixelformats. Fixes validation error when resolving between sRGB and RGB formats.
FMetalContext: don't assert then go into the weeds on macOS when there are no render targets.
#jira UE-140658, UE-120222
#preflight 61fd124b2839dd07cb98d771
[REVIEW] [at]will.damon, [at]Guillaume.Abadie
#rb will.damon, Guillaume.Abadie
#lockdown cristina.riveron
#rnx
#ROBOMERGE-AUTHOR: richard.wallis
#ROBOMERGE-SOURCE: CL 18864871 in //UE5/Release-5.0/... via CL 18864881 via CL 18865081
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18865102 by richard wallis in ue5-main branch]
The DDC thread pool is a temporary workaround for issues with high-latency cache accesses happening on regular worker thread, which are reduced in number in 5.0 compared to 4.27. Moving it to be private within DDC will keep it easy to remove once the high-latency caches are accessed through an async API.
#rb Zousar.Shaker
#rnx
#preflight 61e5b194873f2ea48f3e0b02
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 18634975 in //UE5/Release-5.0/... via CL 18634980 via CL 18634997
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637555 by devin doucette in ue5-main branch]
- there's currently no clean way to execute something right after all modules have loaded via their official loading phases (after OnEnginePostInit still more modules get loaded so that is too early)
#rb ben.marsh, pj.kack
#preflight 61d4cb38db0309127dfe8c89
#ROBOMERGE-AUTHOR: markus.breyer
#ROBOMERGE-SOURCE: CL 18519975 via CL 18521667 via CL 18522220 via CL 18522339 via CL 18523513 via CL 18523540
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18523587 by markus breyer in ue5-release-engine-test branch]
Refactor csvExecCmds to move the initialization logic into the CSV profiler itself. The execution still needs to happen in the engine, but this is now done during normal frame processing.
Fix a bug when processing csv execcmds with colons, e.g file paths
#ROBOMERGE-OWNER: ben.woodhouse
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 18442929 via CL 18442943 via CL 18442951 via CL 18445402 via CL 18445577
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18445604 by ben woodhouse in ue5-release-engine-test branch]
#rb Rex.Hill
#preflight 61afd961b12ed60581970759
#ROBOMERGE-AUTHOR: dave.belanger
#ROBOMERGE-SOURCE: CL 18402195 via CL 18402211 via CL 18402217 via CL 18402218 via CL 18434836 via CL 18437272
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18437329 by dave belanger in ue5-release-engine-test branch]
Staged builds are explicitly assigned a project id via the persistent UECommandline.txt file. This works on mobile/consoles, but isn't implemented for Windows/Linux/Mac, so staged builds for those platforms don't have a persistent assignment of project id and instead rely on the launch by the editor including the appropriate commandlines.
Unstaged builds on Windows/Mac/Linux now determine project id independently after they have determined the project file path. This happens after the project file has been determined and has had case corrected. This ensures it is different/unique for multiple blueprint projects that share the same executable.
Fix a bug where second cook in editor to zen would stall because the queue thinks all additions are finished due to a boolean that isn't reset.
#rb devin.doucette
#rb per.larsson
#preflight 61b39a35a2562c8b1c40f81e
#ROBOMERGE-AUTHOR: zousar.shaker
#ROBOMERGE-SOURCE: CL 18432317 in //UE5/Release-5.0/... via CL 18435404
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435895 by zousar shaker in ue5-release-engine-test branch]
Dumps improvements:
1) Bring up for consoles
2) Better out of memory resiliency during the dumping process
3) Dumps console variables in CSV
4) Dumps process' log after completion
5) Dumps mip chains through FDumpTextureCS compute shader
6) Dumps depth & stencil texture formats through the FDumpTextureCS compute shader
7) Dumps at draw granularity with FRDGBuilder::DumpDraw(); (experimental)
8) Dumps final png screenshot to the dump directory
9) Adds & Dumps the FRDGBufferDesc::Metadata for viewer to decode buffer binary automatically
10) Dumps the PassParameters with structure metadata to decode shader parameters automatically
11) Adds CTRL+SHIFT+/ shortcut
Viewer improvements:
1) Tips display onload to spread some knowledge to the user
2) Supports for opening any pass/resources in new web browser tab
3) Emulates 16 and 32 bits UINT texture visualization with multiple webgl 8bit UINT textures
4) Fixes the webpage's tab going out of memory after visualizing many large resources.
5) Fixes the webpage's tab going out of memory after loading large buffer.
6) Adds support for more texture format with RGB channel reswizzling
7) Implements UI color-sheme based on UE5's editor theme
8) Implements texel color picker capabable of decoding every pixel format.
9) Implements texture viewer zooming with the mouse wheel
10) Implements a r.DumpGPU.Viewer.Visualize to open a specific RDG output resource when opening the viewer
#rb juan.canada
#preflight 619bb638fa0b360c406c42c5
[FYI] juan.canada, zach.bethel
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18260079 via CL 18372399 via CL 18372914
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18373039 by guillaume abadie in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Add command line arg to set GIgnoreDebugger
Remove GIgnoreDebugger from UE_BUILD_SHIPPING
Fix up naming convention and deprecate _DebugBreakAndPromptForRemote
=== Notes ===
Sometimes it's useful to run a process with a debugger attached, but knowing you get the same behavior as if it weren't, including how the assert system behaves
Such situations include:
* Tight timing of assert and exceptions in different threads
* When rarely reproducable ensure()s fire before or between breakpoints set in the debugger
=== Hashtags ===
#jira none
#rb steve.robb
#preflight 6182e64d924922000186366e
#ROBOMERGE-AUTHOR: geoff.evans
#ROBOMERGE-SOURCE: CL 18045343 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
[CL 18045348 by geoff evans in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Serialization and the FBuildDefinition type of derived data have not been implemented yet. This version is functional in the editor when used with buffers or unstructured cache keys.
#rb Zousar.Shaker
#preflight 614cdb35c2ef060001f6425b
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 17614269 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)
[CL 17614332 by devin doucette in ue5-release-engine-test branch]