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MAJOR FEATURES + CHANGES
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Change 2799478 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added Dev Stream custom versions.
- Each stream now has its own custom version
- Developers working in a stream should only modify their respective version
Change 2789867 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
UnrealHeaderTool plugins no longer need to be a separate plugin and don't require UnrealHeaderTool source code changes to work.
- Merged ScriptGeneratorPlugin with ScriptPlugin
- Introduced the concept of UHT plugin support for plugins so that UHT's source files don't need to be modified to make it work with external plugins
- Added RuntimeNoProgram module type (module that can be used at runtime but not by program targets).
- Fixed logic with project file path setting in the engine. It will no longer try to crate a full path from an already rooted path.
Change 2796114 on 2015/12/09 by Steve.Robb@Dev-Core
TEnumRange - enabled ranged-based for iteration over enum values.
Change 2789843 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
More thorough way of verifying GC cluster assumptions.
Change 2794221 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Don't merge GC clusters by default
Change 2797824 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added the option to load all symbols for stack walking in non-monolithic builds.
Change 2790539 on 2015/12/04 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Stats/Profiler - Better handling for live connection, using the same path as file profiles, added FStatsLoadedState to separate runtime stats state from the loaded one
Change 2794183 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Always reset events when returning them to pool.
Change 2794406 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Fixing -unversioned flag being completely ignored when cooking
Change 2794563 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Making sure string referenced assets don't get cooked if referenced by editor-only properties.
Change 2795124 on 2015/12/08 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Profiler - Fixed bad data in min/max/avg inclusive times, added min/max/avg num calls, fixed event graph tooltip not displaying correct values
Change 2796208 on 2015/12/09 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Profiler - Remove support for multiple instances in the profiler (game thread is always visible, a few crash fixes, cleaned code a bit)
Change 2797658 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Allocation verification helpers. Helps with tracking down memory stomps, freeing the same pointers multiple times.
Change 2797699 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fix incorrect asset loading in Cooked game data (by bozaro)
PR #1844
Change 2798173 on 2015/12/10 by Steve.Robb@Dev-Core
Migration of Fortnite to use engine's TEnumRange.
Change 2798217 on 2015/12/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1331
[Core] Added a stomp allocator that allows finding memory overruns, underruns, and read/write after free. (Contributed by Pablo Zurita)
Change 2799605 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fixing a crash when cancelling async loading caused by detaching linker from objects that had RF_NeedLoad flag set.
Change 2799849 on 2015/12/11 by Steve.Robb@Dev-Core
Migration of Ocean to use engine's TEnumRange.
Change 2803144 on 2015/12/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Changed export tagging archive to also serialize class default objects using the normal Serialize path so that it can collect all custom versions used by exports.
Change 2803206 on 2015/12/15 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
#jira UE-24177
Audit ôshippingö defines in engine
Change 2804868 on 2015/12/16 by Steve.Robb@Dev-Core
Removal of stats from MallocBinned2, to be readded later.
#lockdown Nick.Penwarden
[CL 2805158 by Robert Manuszewski in Main branch]
- FAssetImportInfo is now marked as USTRUCT and is stored as a member value on UAssetImportData rather than using inheritance. This makes customization writing much easier and better affords UObject interoperability.
- Removed UAssetImportData::bDirty as it was only every used to enable/disable a button on the static mesh editor, and its presence caused confusion and inconsistency.
- Fixed issue where timestamps did not get updated correctly
- Fixed various reimport paths that were not updating their source file information correctly.
This addresses UETOOL-466 and UE-16406.
[CL 2646395 by Andrew Rodham in Main branch]
The majority of asset reimport machinery is now held within UAssetImportData and FAssetImportInfo. This change allows us to remove the CachedAssetsBySourceFileName map from FAssetRegistry that was previously added to support auto reimport for 4.7.
The functionality of CachedAssetsBySourceFileName has been wrapped up in FAssetSourceFilenameCache, which sits on top of the asset registry in the editor.
This unification allows us to also consistently store the file timestamps and MD5 hashes of imported files. This subsequently allows auto-reimports to be ignored where a source content file has not actually changed (its MD5 is the same).
This addresses UETOOL-365 - Rework AssetRegistry changes to support auto-reimport
[CL 2567286 by Andrew Rodham in Main branch]
Some P4V problem with backing out large changelist missed some files.
#codereview Robert.Manuszewski
[CL 2481366 by Jaroslaw Palczynski in Main branch]
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]
All children classes are recompiled before any object is reinstanced.
#codereview Nick.Whiting, Robert.Manuszewski
[CL 2451921 by Maciej Mroz in Main branch]
Changed importable asset types to explicitly add source file paths to asset registry tags
Previously this was harvested from the object's properties, but required recursing into sub objects which was not feasible.
[CL 2419469 by Ben Marsh in Main branch]
Added automatic content monitoring for all mounted content directories
Modifications to source content files that reside inside these folders will now automatically be reimported, if they relate to an asset.
New files will also be automatically imported, and deleted files will prompt the user to delete associated assets.
The feature is currently disabled by default, and enabled in Editor Preferences / Loading and Saving.
Notable features still todo/refine:
* Source files rename currently process as a delete/add
* Slow task dialogs need work. We can hopefully get it running in the background / asynchronously over multiple frames
* Batch operations need work
* Profiling/optimisation
* Various message boxes/dialogs need some refinement
* Asset import factories that are dynamically loaded/unloaded will not be picked up by the import manager. Need to figure out a good way of fixing this.
[CL 2419400 by Ben Marsh in Main branch]