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https://github.com/izzy2lost/UnrealEngineUWP.git
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3c2010d281269994deefcc86297a79247a9aeb34
41 Commits
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246949a72b |
Adding AppendReplayCommonAttributes to the replay streamer interface that calls new static INetworkReplayStreamer::OnReplayGetAnalyticsAttributes
Replay streamer interface adjustments for common analytics needs #rb ryan.gerleve, jason.adcock #ROBOMERGE-AUTHOR: brian.bekich #ROBOMERGE-SOURCE: CL 19407565 via CL 19411318 via CL 19425242 via CL 19425363 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v930-19419903) [CL 19429479 by brian bekich in ue5-main branch] |
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91f28d3bdd |
Removing deprecated replay streamer calls that were using user strings
(and thus, references to GWorld) #rb ryan.gerleve, jon.nabozny #ROBOMERGE-SOURCE: CL 11215614 via CL 11215622 #ROBOMERGE-BOT: (v644-11213502) [CL 11224997 by brian bekich in Main branch] |
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0f0464a30e |
Updating copyright for Engine Runtime.
#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] |
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c06f880faa |
Fixing circular dependency with engine and replay streamer interface
#ROBOMERGE-SOURCE: CL 6858558 via CL 6858559 via CL 6858601 #ROBOMERGE-BOT: (v366-6836689) [CL 6858605 by brian bekich in Main branch] |
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38ff14554c |
Replay interface changes to pass the demo url into the streamer
#rb ryan.gerleve, evan.kinney #ROBOMERGE-SOURCE: CL 6856445 via CL 6856586 via CL 6857764 #ROBOMERGE-BOT: (v366-6836689) [CL 6857820 by brian bekich in Main branch] |
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ec03fb9952 |
Adding RequestEventGroupData to replay streamer API for batched requests
#rb ryan.gerleve, donal.maccarthy, luciano.ferraro #ROBOMERGE-SOURCE: CL 6596568 via CL 6596573 via CL 6597505 #ROBOMERGE-BOT: (v351-6581450) [CL 6597606 by brian bekich in Main branch] |
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2990a84cbf |
Add delta replay checkpoints (demo.WithDeltaCheckpoints, disabled by default), implemented for local file and http replay streamers
#rb ryan.gerleve #ROBOMERGE-OWNER: brian.bekich #ROBOMERGE-AUTHOR: brian.bekich #ROBOMERGE-SOURCE: CL 4977682 via CL 4979505 via CL 4980018 [CL 4983195 by brian bekich in Main branch] |
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7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
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ea340d3fbf |
Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none #lockdown Nick.Penwarden [CL 4567513 by Ben Marsh in Main branch] |
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ab812ef197 |
Fix off by one issue with automatic demo filenames in null streamer
#jira UE-61003 #rnx #rb ryan.gerleve #ROBOMERGE-SOURCE: CL 4160106 in //UE4/Release-4.20/... #ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20) #ROBOMERGE-AUTHOR: brian.bekich [CL 4167200 by brian bekich in Staging-4.20 branch] |
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d90da4ab1a |
Merge to Dev-Main for 4.20 @ 4090813
#rb #rnx #lockdown Nick.Penwarden [CL 4091081 by Marc Audy in Main branch] |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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f461ea68e9 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change |
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20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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4ba423868f |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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] |
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3e80336791 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3079316 on 2016/08/05 by Ben.Marsh
Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.
Change 3080579 on 2016/08/08 by Ben.Marsh
Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.
Change 3080587 on 2016/08/08 by Ben.Marsh
StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.
Change 3080789 on 2016/08/08 by Ben.Marsh
Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.
Change 3080815 on 2016/08/08 by Ben.Marsh
BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.
Change 3081374 on 2016/08/08 by Ben.Marsh
UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.
Change 3083152 on 2016/08/09 by Ben.Marsh
PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)
Change 3084039 on 2016/08/10 by Ben.Marsh
BuildGraph: Add additional markup for parameter attributes. Also improve some documation.
Change 3084240 on 2016/08/10 by Ben.Marsh
Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.
Change 3084337 on 2016/08/10 by Ben.Marsh
UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.
Change 3085594 on 2016/08/11 by Ben.Marsh
Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.
Change 3085999 on 2016/08/11 by Ben.Marsh
Add some missing #pragma once directives.
Change 3086146 on 2016/08/11 by Ben.Marsh
Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.
Change 3086172 on 2016/08/11 by Ben.Marsh
Fixup some C-style header guards to use #pragma once instead.
Change 3087289 on 2016/08/12 by Ben.Marsh
Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)
Change 3087310 on 2016/08/12 by Ben.Marsh
Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.
Change 3087341 on 2016/08/12 by Ben.Marsh
UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.
Change 3087457 on 2016/08/12 by Ben.Marsh
Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).
Change 3088407 on 2016/08/13 by Ben.Marsh
Replace use of Windows SIZE_T define with the regular C++ size_t.
Change 3088416 on 2016/08/13 by Ben.Marsh
Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.
Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.
Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.
Change 3088544 on 2016/08/14 by Ben.Marsh
Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.
Change 3088552 on 2016/08/14 by Ben.Marsh
Fix compile errors for some modules that don't already include CoreUObject.h.
Change 3088925 on 2016/08/15 by Ben.Marsh
Remove circular include dependencies from VulkanRHI.
Change 3088926 on 2016/08/15 by Ben.Marsh
Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.
Change 3088930 on 2016/08/15 by Ben.Marsh
Remove circular include dependency from PhysX.
Change 3088935 on 2016/08/15 by Ben.Marsh
OnlineSubsystemUtils: Move CPP files out of public header directory.
Change 3088965 on 2016/08/15 by Ben.Marsh
Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.
Change
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ce3a0b200f |
Copying //Tasks/UE4/Dev-Online-Plugins-v3 to //UE4/Dev-Main (Source: //Tasks/UE4/Dev-Online-Plugins-v3 @ 3047294)
#lockdown Nick.Penwarden #rb rob.cannaday ========================== MAJOR FEATURES + CHANGES ========================== Change 3025090 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemGooglePlay into plugins Change 3025127 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemIOS into plugins Change 3025314 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemWeChat into plugins Change 3025380 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemMcp into plugins Change 3025400 on 2016/06/23 by Rob.Cannaday Move PluginFlow into plugins Change 3025430 on 2016/06/23 by Rob.Cannaday Move OnlineFramework (Hotfix, Lobby, Party, Qos) into plugins Change 3025453 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystem into plugins Change 3025462 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemAmazon into plugins Change 3025480 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemFacebook into plugins Change 3025487 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemNull into plugins Change 3025493 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemSteam into plugins Change 3025512 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemUtils (OnlineBlueprintSupport, OnlineSubsystemUtils) into plugins Change 3025520 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemPS4 into plugins Change 3025526 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemLive into plugins Change 3025542 on 2016/06/23 by Rob.Cannaday Move OnlineSubsystemThunderhead into plugins (disabled) Change 3025547 on 2016/06/23 by Rob.Cannaday Delete NewsFeed Change 3028420 on 2016/06/27 by Rob.Cannaday Online Subsystem pluginization changes Change 3028457 on 2016/06/27 by Rob.Cannaday Add ShooterOnlineSessionClient.* Remove copy/paste from previous checkin Change 3029282 on 2016/06/27 by Rob.Cannaday Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) (around CL 3028391) Change 3029363 on 2016/06/27 by Rob.Cannaday UT build fixes for pluginization Change 3032885 on 2016/06/29 by Rob.Cannaday Remove bCompileMCPOss and bCompileSteamOss Change |
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504d0bebbd |
Copying //UE4/Dev-Networking to //UE4/Main (Source: //UE4/Dev-Networking @3004032 )
========================== MAJOR FEATURES + CHANGES ========================== Change 2939164 on 2016/04/10 by John.Barrett Updated base UNetConnection netcode to be bit-based, rather than byte-based (to optimize packet size with PacketHandler's and Oodle) - this CL is interdependent with subsequent CL's. Fixed an issue with FBitReader, when inserting a non-byte-aligned number of bits, where it would fail to zero the unused bits, in the last byte - this led to corrupt reads, in the new termination bit code (subsequent CL). Added better overflow detection for FBitWriter - plus other additional asserts. Fixed a potential bug with control channel messages, where non-byte-aligned control channel messages that were queued for later sending, were stored as byte-aligned, causing bad (too large) data to be sent. Optimized MAX_PACKET_HEADER_BITS to save a bit. Change 2939169 on 2016/04/10 by John.Barrett NetcodeUnitTest maintenance. Added unit test for testing bit reader/writer limits. Added 'LogHex' debug command, for logging a hex-editor-style dump of selected memory data - without requiring a dependency on NetcodeUnitTest. Change 2939170 on 2016/04/10 by John.Barrett Added work-in-progress DoS/DDoS unit test. Change 2943718 on 2016/04/14 by John.Pollard Allow override of replay session ID + start using match ID for replays Change 2944678 on 2016/04/14 by Ryan.Gerleve Merging using Release-4.11_to_Dev-Networking: 4.11 hotfix change: fix for an assert that can occur when network clients call AActor::SetReplicates. SetReplicates will now only modify RemoteRole if Role is Authority and warn otherwise. #jira UE-27646 Change 2946909 on 2016/04/18 by John.Pollard Misc seamless travel cleanup + sanity checks * Cleanup the naming of variables and logic used to pick which actors will transfer to new world during seamless travel to more explicitly convey intent * Warn when there is no context for a world when destroying actors, it's likely that this world is the floating world during seamless travel, and if we hit this case, something is likely in a bad state Change 2948883 on 2016/04/19 by John.Pollard GitHub request: https://jira.ol.epicgames.net/browse/UE-29385 Change 2952109 on 2016/04/21 by John.Barrett Fixed false positive with FBitWriter overflow error log, in PackageMap code. Change 2953639 on 2016/04/22 by John.Barrett Fixed shadowed local variable - UE-29829 Change 2958267 on 2016/04/27 by John.Pollard Make vision manager more resilient to bad network data from old replays Change 2958410 on 2016/04/27 by John.Pollard Fix incorrect warning when ReceivedBunch fails for replays Change 2958411 on 2016/04/27 by John.Pollard Replay backwards compatibility fixes. * Mark custom properties/RPC's as incompatible if there was an error reading them in the stream, and ignore from there on out. * Don't close connection when failing to read properties on clients now that we can skip over this info easily. Change 2960134 on 2016/04/28 by Ryan.Gerleve Protect against adding null player controllers to the out list of UEngine::GetAllLocalPlayerControllers. See https://udn.unrealengine.com/questions/289948/uenginegetalllocalplayercontrollers-pushes-a-null.html Change 2960617 on 2016/04/29 by John.Barrett Made way for engine version code refactor. Change 2961050 on 2016/04/29 by John.Pollard Log when we send hello to server in pending net game Change 2961468 on 2016/04/29 by John.Pollard ReplayCompat: Show name of incompatible property when logging + log when we don't read correct number of bits + cleanup Change 2964357 on 2016/05/03 by John.Barrett Optimized netcode SerializeInt\WriteIntWrapped, to allow compile-time calculation of the data bit size. The runtime calculated version of these functions, has been adjusted to not assert on 1-bit sized writes - to fix a false positive in Paragon. Adjusted some FMath functions, to allow CONSTEXPR for compile-time calculation. Change 2964361 on 2016/05/03 by John.Barrett Update unit test to work with new integer serialization code. Change 2964831 on 2016/05/03 by John.Barrett Back out net serialization changes for now. Change 2964832 on 2016/05/03 by John.Barrett Back out unit test net serialization change. Change 2964838 on 2016/05/03 by John.Barrett Fix Paragon false positive netcode assert. Change 2966257 on 2016/05/04 by John.Pollard Unify network version logic + move to core * Move network version logic to core * Formalized concept of compatible network/replay changelist * Fixed up UDemoNetDriver to work with new version concepts * Fixed up Orion/other samples in the same way * This is first step to officially supporting backwards compatility for replays, and possibly networking in general (would be opt-in if so) Change 2966657 on 2016/05/04 by John.Pollard Deprecate GEngineNetVersion, GEngineMinNetVersion and GEngineNegotiationVersion Change 2968945 on 2016/05/06 by John.Pollard Print name of object that has NULL level Change 2970529 on 2016/05/09 by Bart.Bressler Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection Change 2971233 on 2016/05/09 by Bart.Bressler Update Oodle DLLs in Orion Change 2975585 on 2016/05/12 by Bart.Bressler - Keep track of STAT_NumNetActors on clients as well as servers - Change STAT_NumActors to just be the world actor count instead of using FActorIterator (FActorIterator was causing a hitch) Change 2979207 on 2016/05/16 by Bart.Bressler Remove FActorIterator loop around world actor count retrieval in UNetDriver::TickFlush Change 2981198 on 2016/05/17 by John.Pollard Changes to support FN replays * Save streaming levels within network stream * Don't load streaming level if it's already in the list * Remove need for meta data Change 2981201 on 2016/05/17 by John.Pollard Forgot to check in Change 2982075 on 2016/05/18 by John.Pollard Cache network checksum so we don't spam log (we call this function more now) Change 2982092 on 2016/05/18 by John.Pollard Lower verbosity of log Change 2986571 on 2016/05/23 by Bart.Bressler Fix issue where oodle wasn't getting enabled in shipping correctly Change 2988628 on 2016/05/24 by Bart.Bressler When processing captures with the Oodle commandlet, only check files that end with "ucap" (there might be gzipped files that have the exact same filenames, for example) Change 2988838 on 2016/05/24 by Bart.Bressler - Add script to pull down captures from S3 - Add script to do the whole process from pulling down captures to generating dictionaries Change 2994575 on 2016/05/31 by John.Pollard Include networkversion.h in UnrealNetwork.h, this is so that older code will continue to compile that relied on network version code that used to be in this file Change 2996026 on 2016/06/01 by John.Pollard Add network version to FArchive Change 2996043 on 2016/06/01 by John.Pollard Store network version on NetConnection/Bunch, replays properly initialize these to current replay network versions Change 2996081 on 2016/06/01 by John.Pollard Remove unused FInBunch constructor Change 2996544 on 2016/06/01 by John.Pollard Make sure network version is correct for external data + set on connection after checkpoint Change 2996731 on 2016/06/01 by John.Pollard Set game network version for Orion Change 2997042 on 2016/06/01 by John.Pollard Fix issue when game server times out, and replay service turns off live replay flag, and we fail to download last chunk + more log info when replay http chunk downloading fails Change 2997908 on 2016/06/02 by Ryan.Gerleve Use the smoothed mesh transform for characters when recording client replays. Since the root component's transform may only be updated periodically, this greatly improves the quality of character movement. Change 2998001 on 2016/06/02 by Ryan.Gerleve Set the NetDriverName in the replay spectator's constructor. The replay spectator will always be associated with a DemoNetDriver and this fixes cases where GetNetMode could return the wrong value before the net driver name was set (such as during BeginPlay). Also inverted the logic in IsForPlayback() to make it more intuitive. Change 2998636 on 2016/06/02 by John.Pollard If we don't have enough external replay samples, use the best one Change 2998637 on 2016/06/02 by John.Pollard Clamp replay time Change 2998705 on 2016/06/02 by John.Pollard Replay fixes: * Fix issue when scrubbing to time 0, and first chunk takes longer than normal to download * Better streaming logic that works better with new backend delay logic * Better handling when replay flips from live to not live * Don't update StreamTimeRangeStart/End unless we got those values in the header response * Handle when we fail to download a chunk and HighPriorityEndTime is active Change 2998832 on 2016/06/02 by Ryan.Gerleve Fix an issue that could cause the replay spectator controller to not get the notification that the spectator class has been received while recording a client replay. Change 2999054 on 2016/06/02 by Ryan.Gerleve Added ability to set a maximum desired time budget for replay recording. Once the budget is reached, remaining actors will have to wait until the next frame to try to replicate. Change 2999057 on 2016/06/02 by Ryan.Gerleve Fixed an issue that could cause the main game world to use the incorrect vision manager when deathcam was enabled and the replay recording time budget was set very aggressively. In this case, AOrionVisionManager2::PostInitializeComponents would be called before the spectator player controller was spawned in the playback world, causing it to fail to find the local player and not initializing GKillcamVisionManager correctly. Change 2999749 on 2016/06/03 by Ryan.Gerleve RPCs will now be recorded in client replays. Cleaned up actor role swapping logic for client recording and re-use it for RPCs. Change 3000051 on 2016/06/03 by Ryan.Gerleve Fix Paragon server crash. #jira UE-31618 Change 3001361 on 2016/06/05 by Ryan.Gerleve Added support for prioritizing actors during replay recording to get better results when a maximum desired recording time is set. Added virtual function GetReplayPriority to Actor, similar to GetNetPriority, but allows different priorities for live networking and replays. Moved FCompareFActorPriority to a header so that the DemoNetDriver can use it. Change 3001365 on 2016/06/05 by Ryan.Gerleve Paragon now uses a desired recording time limit and enables actor prioritization for recording the deathcam replay. Change 3002094 on 2016/06/06 by Ryan.Gerleve Missed file from a main merge fixup. Change 3002417 on 2016/06/06 by Ryan.Gerleve Disabling a check to work around UE-31636 for now. Change 3002547 on 2016/06/06 by John.Barrett Added improved 'DebugDump' command option to the Oodle trainer commandlet - this takes UE4 .ucap capture files, and batch converts them into Oodle-example-code compatible .bin files. Use through the new BatchDebugDump.bat file. Change 3002989 on 2016/06/06 by John.Pollard Add ability to skip missing/changed properties in FFastArraySerializer Change 3003072 on 2016/06/06 by John.Pollard Fix crash related to new replay backwards compatibility changes #lockdown Nick.Penwarden [CL 3004618 by John Pollard in Main branch] |
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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4ccf8be305 |
Mergine engine changes to //UE4/Main @ 2748007
[CL 2748770 by Nick Penwarden in Main branch] |
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e29507d847 |
[AUTOMERGE]
FNullNetworkReplayStreamer can now play back live replays. -------- Integrated using branch UE4-Orion-To-UE4 of change#2677431 by Ryan.Gerleve on 2015/09/02 15:08:36. [CL 2677495 by Ryan Gerleve in Main branch] |
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3b30d23ec5 |
Move GEngineVersion into FEngineVersion::Current(), and GCompatibleWithEngineVersion to FEngineVersion::CompatibleWith().
#platformnotify Josh.Adams [CL 2655102 by Ben Marsh in Main branch] |
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581564b074 |
Merging replay streaming changes from Orion branch
2620313 - Fix issue where we would get disconnected from the replay server if we paused for too long. Fixes OR-2753. 2628891 - First pass on bug replay events: - pressing J when in a game saves a bug event - loading that replay enumerates all bug events and adds them to the timeline bar 2630827 - Bugs on the replay timeline are clickable and will teleport the camera to the location where the bug was entered. Code is messy and needs cleanup. 2638789 - Add text box to replay list widget that filters replays by an event group [CL 2638900 by Bart Bressler in Main branch] |
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ce68aa7a6e |
Integrate 2626341 from UE4-Orion
Integrating PeteK changes to allow custom events in replays 2623455 - Replay changes to allow custom events #codereview david.ratti [CL 2635371 by Bart Bressler in Main branch] |
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7eecaf4b84 |
[AUTOMERGE]
The engine now notifies the replay system about players who join in progress. -------- Integrated using branch UT_To_UE4 of change#2592351 by Ryan.Gerleve on 2015/06/18 14:22:24. [CL 2592935 by Ryan Gerleve in Main branch] |