mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
45d00a2d8a96f6c369921e66387d2d9bee21c819
65 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
3f3c6fd578 |
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
[NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt]
Change 3207431 on 2016/11/22 by Keith.Judge
Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now.
#jira UE-36921
#jira UE-38560
Change 3208206 on 2016/11/22 by Josh.Adams
- Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info.
#jira UE-38929
Change 3209137 on 2016/11/23 by Alicia.Cano
Add a check to iOS tool chain for exception flag
#jira UE-36528
#ios
Change 3209296 on 2016/11/23 by Ben.Marsh
Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com
Change 3211316 on 2016/11/28 by Joe.Barnes
Fix some typos
Change 3211318 on 2016/11/28 by Joe.Barnes
Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp
Change 3213227 on 2016/11/29 by Dmitry.Rekman
Add -fPIC to libwebsockets on Linux.
Change 3213463 on 2016/11/29 by Nick.Shin
helper build scripts for CentOS 7 Linux (via Docker)
LINUX: pull source and compile: zlib openssl libcurl & libwebsockets
using [ glibc 2.17 ] & [ gcc 4.8.5 ]
Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal.
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1203 - Add Linux library for libwebsockets
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 3213939 on 2016/11/29 by Michael.Trepka
Ignore parent widget's geometry scale when showing a popup menu in a separate window
#jira UE-38706
Change 3215583 on 2016/11/30 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3216345 on 2016/11/30 by Josh.Adams
Better fix for poison proxy fix
Change 3217106 on 2016/12/01 by Michael.Trepka
Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject()
#jira UE-38816
Change 3217223 on 2016/12/01 by Josh.Adams
- Fixed some TEXT macro warnings that crept in from IWYU changes
Change 3217253 on 2016/12/01 by Dmitry.Rekman
Linux: fix GL crash (UE-17649).
- Making sure all streams are set up. Fix by Cengiz.
Change 3217473 on 2016/12/01 by Daniel.Lamb
Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map.
#test cook run QAGame
Change 3217588 on 2016/12/01 by Peter.Sauerbrei
Pull in IPv6 fix
Change 3217654 on 2016/12/01 by Michael.Trepka
Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes.
Change 3217873 on 2016/12/01 by Josh.Adams
- Added some logging to a tvOS assert, since debugging it right away is tricky
Change 3218097 on 2016/12/01 by Josh.Adams
- Fixed up the Switch MediaFramework, making editor better, etc
- ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default)
Change 3218133 on 2016/12/01 by Dmitry.Rekman
Linux: report server hangs by crashing the hung thread (UE-39164).
Change 3218512 on 2016/12/01 by Josh.Adams
- Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox
Change 3219804 on 2016/12/02 by Dmitry.Rekman
Linux: fix project settings crash (UE-38800).
- Also submitted as a pull request #2945.
Change 3220027 on 2016/12/02 by Nick.Shin
plow all physx libs into build
NOTE: most browsers will not function
- chrome and firefox nightly only works
checking this in as per email
#jira UE-38323 VehicleTemplate Vehicle does not move in HTML5
Change 3221620 on 2016/12/05 by Joe.Barnes
UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end.
Change 3221689 on 2016/12/05 by Dmitry.Rekman
Attempt to change/rename.
Change 3221700 on 2016/12/05 by Dmitry.Rekman
Another attempt to change renamed file (from Linux).
Change 3221731 on 2016/12/05 by Michael.Trepka
Added missing initialization for FAvfVideoSampler::MetalTextureCache
#jira UE-38689
Change 3221792 on 2016/12/05 by Michael.Trepka
Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures
Change 3222675 on 2016/12/05 by Josh.Adams
- Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms
#jira UE-39188
Change 3223546 on 2016/12/06 by Brent.Pease
+ Properly set and use the realtime compression for ios.
+ Reduce unused memory on ios from the precached first buffer
+ Fix a resource tracking issue that was causing a double free on the sound buffer
Change 3223785 on 2016/12/06 by Brent.Pease
+ Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX)
#jira ue-38701
Change 3224314 on 2016/12/06 by Chris.Babcock
Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor
#jira UE-38361
#ue4
#android
Change 3225367 on 2016/12/07 by Josh.Adams
- Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them)
- Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back
- Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons
Change 3225426 on 2016/12/07 by Chris.Babcock
Add missing Android UPL file for binary builds
#jira UE-39420
#ue4
#android
Change 3225471 on 2016/12/07 by Dmitry.Rekman
Update all platforms to C++14.
Change 3225525 on 2016/12/07 by Nick.Shin
Cook-On-The-Fly for HTML5
- re-enabled: ENetworkFileServerProtocol::NFSP_Http
- cleaned up port numbers used with cook-on-the-fly situations
- fixed null_ptr in NetworkFileServerHttp.cpp
- fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server)
- finally, the core of the jira issue:
o fix serialization bug: do not append zero sized data
o fix de-serialization bug: removed double insertion of packet "Marker and Size" header
#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size
Change 3225690 on 2016/12/07 by Dmitry.Rekman
Linux: improvements in touch support.
- Multiple fingers.
- Filtering out "moved" events from the same location.
- Consistent logging.
(Edigrating 3225194 from Wombat to Dev-Platform)
Change 3225868 on 2016/12/07 by Josh.Stoddard
Gracefully handle delete without matching new on iOS & Mac
#jira UE-39395
Change 3226159 on 2016/12/07 by Omar.Rodriguez
UEPLAT-1423 WEX: Improved virtual keyboard for Android
* Renamed old virtual keyboard functions by adding "Dialog" suffix to the name
* Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard
* Hide the virtual keyboard, if shown, onPause
* Slate edit box decides which functions to call for showing/hiding keyboard
- eventually will be based on command line parameter like in IOS
#jira UEPLAT-1423
Change 3226167 on 2016/12/07 by Dmitry.Rekman
Allow running as root on ARM.
(Edigrating 3204974 to Dev-Platform)
Change 3226168 on 2016/12/07 by Dmitry.Rekman
Print current CVar value when denying an override.
(Based on CL 3205476).
Change 3226169 on 2016/12/07 by Dmitry.Rekman
Allow enabling sound (if disabled by default).
(Based on CL 3205505)
Change 3226171 on 2016/12/07 by Dmitry.Rekman
Allow running from symlinks.
(Edigrating 3205518 to Dev-Platform).
Change 3226174 on 2016/12/07 by Dmitry.Rekman
Linux: do not init SDL audio (we do not use it anyway).
(Based on CL 3205505).
Change 3226327 on 2016/12/07 by Nick.Shin
fix CIS warning
#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size
Change 3226506 on 2016/12/08 by Dmitry.Rekman
Fix one more case-sensitive misspelling (UE-39030).
- Submitted as part of PR #2976.
Change 3226542 on 2016/12/08 by Dmitry.Rekman
Linux: fix weirdness with tesselation in GL4 (UE-32865).
- Workaround by CengizT. Proper fix tracked as UE-39489.
Change 3226570 on 2016/12/08 by Dmitry.Rekman
Fix for ar failing due to too long command line (UE-39009).
- Based on PR #2973.
Change 3226575 on 2016/12/08 by Dmitry.Rekman
Add build-essential to dependencies (UE-39053).
- PR #2981 contributed by cpyarger.
Change 3227129 on 2016/12/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Fixed up a deferred GL error as well
Fixed some copyrights of files not in main
Change 3227260 on 2016/12/08 by Omar.Rodriguez
UE-39140 Projects with iCloud are failing provisioning check when code signing.
* Set default value of bEnableCloudKitSupport to False
* Set value of get-task-allow to true only on non-distribution builds
* Only write out the entitlements file if changes have been made
#jira UE-39140
Change 3229312 on 2016/12/09 by Dmitry.Rekman
Fix missing responses (UE-39572).
- Proper implementation of UE-39009.
Change
|
||
|
|
6748a24fb1 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change
|
||
|
|
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] |
||
|
|
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] |
||
|
|
61ae6f6329 |
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change |
||
|
|
d10f9953d9 |
Copying //UE4/Portal-Staging to //UE4/Dev-Main (Source: //UE4/Portal-Staging @ 3138637)
#lockdown Nick.Penwarden, justin.sargent #rb None [CL 3138769 by Alex Fennell in Main branch] |
||
|
|
b3cf2c5fd5 |
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622)
#rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change |
||
|
|
af30c884a5 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3049602)
========================== MAJOR FEATURES + CHANGES ========================== Change 2946506 on 2016/04/18 by Steven.Hutton Update to Crash Reporter buggs table to add new search fields and inclusion of packages needed for e-mail reports. Change 3017807 on 2016/06/17 by Chris.Wood Improved Crash Report Process folder delete code as it could sometimes fail. [UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue Also added logging to Slack when stop request received instead of just when stop is complete. Change 3019367 on 2016/06/20 by Chris.Wood Improve Crash Report Process logging to track bad reads from S3. Also, better logging when CleanReport fails to delete folders. Change 3019376 on 2016/06/20 by Steve.Robb Clarification of assert message and comments which talk about 'null' TFunctions. Tidy-up of dead code. Change 3019409 on 2016/06/20 by Steve.Robb New Find and FindByPredicate algorithms for finding stuff in arbitrary containers. Change 3022658 on 2016/06/22 by Chris.Wood Discarding duplicated crash reports earlier in read from Data Router process to avoid clashes in the landing zone (CRP v1.1.11) [UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue Also improved logging to Slack with better layout, fixed event ordering and counting duplicates. Change 3022840 on 2016/06/22 by Steve.Robb Skipped UHT attributes removed. Change 3022907 on 2016/06/22 by Robert.Manuszewski Fixing crash when adding a new C++ class to project #jira UE-32333 Change 3023169 on 2016/06/22 by Steve.Robb Checks for UTHINGs in skipped preprocessor blocks. Fixes for skipped UTHINGs and some other parsing accidents. #jira UE-31627 Change 3023239 on 2016/06/22 by Steve.Robb Fix for JSON date parsing reported here: https://udn.unrealengine.com/questions/299342/fdatetime-json-serialization-bug.html Change 3026812 on 2016/06/24 by Mieszko.Zielinski Marked FEnvQueryInstance::AddItemData UEnvQueryItemType_Point specialization as AIMODULE_API #UE4 Change |
||
|
|
ac8b6f2e72 |
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change |
||
|
|
da8ed3878f |
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change |
||
|
|
877a542dd6 |
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2970079)
========================== MAJOR FEATURES + CHANGES ========================== Change 2945365 on 2016/04/15 by Mark.Satterthwaite Assert if anyone calls RHIClearUAV on a structured-buffer or texture under Metal - there's no clear way to implement these cases yet. Change 2945366 on 2016/04/15 by Mark.Satterthwaite Change the Metal parallel command-context submission to hand-off the entire NSArray of MTLCommandBuffers to avoid race conditions between one use of a context and the next. Change 2945394 on 2016/04/15 by Mark.Satterthwaite Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring. Change 2945444 on 2016/04/15 by Mark.Satterthwaite Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn. Change 2945457 on 2016/04/15 by Mark.Satterthwaite Add validation code to MetalRHI to ensure that we don't erroneously re-clear existing render contents when restoring the render command encoder. This will only be active when the Metal debug layer is enabled and is completely compiled away in Test & Shipping builds for performance. Change 2946249 on 2016/04/16 by Nick.Shin build HarfBuzz for HTML5 #jira UE-28552 - HarfBuzz - HTML5 Change 2946250 on 2016/04/16 by Nick.Shin Rename/move file(s) move emscripten (part 1 of 2) from Engine/Source/ThirdParty/HTML5/emsdk to Engine/Extras/ThirdPartyNotUE/emsdk this is a request from legal Change 2946251 on 2016/04/16 by Nick.Shin move emscripten (part 2 of 2) build scripts and cpp files updated with new emscripten path from Engine/Source/ThirdParty/HTML5/emsdk to Engine/Extras/ThirdPartyNotUE/emsdk this is a request from legal Change 2946516 on 2016/04/18 by Mark.Satterthwaite Disable r.DFShadowScatterTileCulling as well as r.AOScatterTileCulling on Mac because we don't have the necessary RW textures on Metal. Change 2947000 on 2016/04/18 by Michael.Trepka Print OS X version to log in FMacPlatformMisc::PlatformInit() Change 2948197 on 2016/04/19 by Lee.Clark PS4 - Use SDK 3.508.031 Change 2948301 on 2016/04/19 by Nick.Shin upgrading zlib openssl libcurl libwebsockets part 1 of 2 -- adding new compiled versions (part 2 will be removing the old version -- which will be done after platform owners are given a chance to recompile for their platform - most notably: zlib) NOTE: Linux libraries are built for CentOS 6.7 (i.e. 2010 - glibc 2.12 and gcc 4.4.7) #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1223 - Arrange testing for 'update websocket library' #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948320 on 2016/04/19 by Nick.Shin update OpenSSL to v1.0.1s part 2 of 4 - doing this in stages for tracking purposes also, removing dynamic libs (for windows) -- these are no longer needed as this is now statically linked in editor - tested by installing perforce server setup with ssl access only and pointing editor source code to it as ssl:hostname:port - also tested trying accessing it without ssl which resulted in access denied indicating a successful test of dynamic lib removal #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948323 on 2016/04/19 by Nick.Shin build scripts pull source and compile - zlib openssl libcurl & libwebsockets tested on: - Win64 VS2013 & VS2015 - OSX - Linux #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948337 on 2016/04/19 by Lee.Clark VS 2015 libScePad support Change 2948382 on 2016/04/19 by Mark.Satterthwaite Add Mac model, CPU string, num HTs to the log on Mac so that errors reported to us contain the data that Apple want when we turn them into bug-reports. Also added a missing sigaction from the trampoline. Change 2948385 on 2016/04/19 by Mark.Satterthwaite Disambiguate Metal command-buffer failures by vendor & error type so that we don't end up with just one crash-reporting entry for many different kinds of crash and enable this assertion on all builds because it will always be fatal and failing to crash here may end up causing the Mac to reboot. Change 2948460 on 2016/04/19 by Peter.Sauerbrei fix for wrong line endings Change 2948526 on 2016/04/19 by Nick.Shin fix for wrong line endings Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2949398 on 2016/04/20 by Lee.Clark PS4 - Fix SDK compile warnings Change 2949656 on 2016/04/20 by Nick.Shin Back out changelist 2948320 but keeping the C# build file as-is Change 2949676 on 2016/04/20 by Mark.Satterthwaite Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal. #jira UE-29140 Change 2950025 on 2016/04/20 by Mark.Satterthwaite Undo CL #2949676 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006. #jira UE-29006 Change 2950084 on 2016/04/20 by Nick.Shin OSX warning fix: UE4 supports down to OSX 10.9 rebuilt the zlib openssl libcurl and libwebsockets to support that build file also updated to use MACOSX_DEVELOPMENT_TARGET=10.9 Change 2950613 on 2016/04/20 by Dmitry.Rekman UAT: Disable modules that are not supported on Linux. #rb none #codereview Ben.Marsh, Michael.Trepka, Josh.Adams #tests Run RunUAT.sh Change 2951065 on 2016/04/21 by Nick.Shin temp: update SSL dlls in Engine/Binaries/ThirdParty/OpenSSL/Win64 Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951574 on 2016/04/21 by Nick.Shin remove unused variable warning was bughunt code... Change 2951652 on 2016/04/21 by Josh.Adams - Disabled MRT support on iPad Air 1 devices, since it doesn't support wide enough MRTs that the engine needs (ie, only use MRTs in METAL_MRT mode on iOS) Change 2951656 on 2016/04/21 by Josh.Adams - Fixed Mac compile error in Metal Change 2951718 on 2016/04/21 by Nick.Shin remove shared SSL DLLs in a controlled manner tested with QA help who was able to replicate the bug in the morning - and was able to successfully run the editor with this changelist (shelved - remote unshelved test - thanks Dan.Bullard_volt!) #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951862 on 2016/04/21 by Lee.Clark PS4 - Enable Neo high resolution support. Change 2952409 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the libs and header files Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2952580 on 2016/04/22 by Lee.Clark PS4 - Fix staging and deploying of system prxs Change 2953152 on 2016/04/22 by Mark.Satterthwaite Only cache instances of TShadowDepthVS with bIsForGeometryShader=true when the RHI can handle the underlying feature. We can save memory on iOS by only emitting these shaders on Mac Metal or RHI's with Geometry shaders which have the required H/W to do this. Change 2953385 on 2016/04/22 by Nick.Shin use HarfBuzz libs for HTML5 c# build files updated to link in the harfbuzz libs #jira UE-28552 - HarfBuzz - HTML5 Change 2954686 on 2016/04/25 by Nick.Shin from legal: Emscripten approved for redistribution provided that *all* files are checked into the following directory: Engine/Extras/ThirdPartyNotUE Please also check in the attached .tps files and licenses alongside the TPS itself. This will allow us to track third party files within P4. Change 2954928 on 2016/04/25 by Daniel.Lamb Fixed min number of threads allocated for compiling shaders in cooker. Change 2954942 on 2016/04/25 by Daniel.Lamb Added flag -skipcompile for running visual studio. Skip force compilation on -multiprocess flag. #jira UE-22308 #PR 1678 #1678 Change 2954948 on 2016/04/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2955370 on 2016/04/25 by Josh.Adams - Fixing C# error from main #lockdown nick.penwarden Change 2957745 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call. Change 2957747 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Resave packages commandlet now can also rebuild asset registry paths with consistent case. Change 2957750 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call. Change 2958708 on 2016/04/28 by Nick.Shin remove boringSSL #jira UE-29970 - QAGame launch on fails for Win64, fatal error LNK1169: one or more multiply defined symbols found #lockdown josh.adams Change 2958724 on 2016/04/28 by Nick.Shin moved setting bVerifyPeer flag AFTER CertBundlePath has been set... otherwise, libCurl is going to try to verify the SSL session - but without a cert file, it makes no sense to try and verify the session - we could (and probably should) make this an error condition - but the constructor has the bVerifyPeer set to true -- which would mean that all games will need to have a cert file and/or know to set bVerifyPeer to false... - and so far, only linux and android seem to have code in place to make use of the cert files... #jira UE-29950 - Orion deticated server MCP authentication fails when using CURL #lockdown josh.adams Change |
||
|
|
6c32244d56 |
Copying //UE4/Release-Staging-4.11 to //UE4/Main (Source: //UE4/Release-Staging-4.11 @ 2941426, //UE4/Release-4.11 @ 2927265)
========================== MAJOR FEATURES + CHANGES ========================== Change 2910079 on 2016/03/15 by Taizyd.Korambayil #jira UE-28293 Reworded some Sentences Change 2910157 on 2016/03/15 by Taizyd.Korambayil #jira UE-28240 Rebuilt Lighting for Sanctuary Change 2910317 on 2016/03/15 by Ben.Marsh Fix crash trying to print out a message explaining that you need to install the Visual Studio 2015 toolchain, if the Visual Studio 2015 toolchain is not installed! Change 2910425 on 2016/03/15 by Ori.Cohen Fix crash and incorrect behavior when setting physical material on a welded body. #JIRA UE-28399 #rb Marc.Audy Change 2910525 on 2016/03/15 by Ori.Cohen Fix player capsule not spawning at the right place due to float precision issues. #JIRA UE-28438 #rb Zak.Middleton Change 2910595 on 2016/03/15 by Chris.Babcock Fixed issue with missing event location paired with IE_Pressed if IE_DoubleClick generated #jira UE-28051 #ue4 #codereview Marc.Audy Change 2911442 on 2016/03/16 by Andrew.Rodham Sequencer: Fixed frame grabbers where hardware mapped surfaces to memory of a different stride #jira UE-28434 Change 2911596 on 2016/03/16 by andrew.porter Test content for blueprint vertex painting #jira UE-24473 Change 2911860 on 2016/03/16 by Jamie.Dale Allowed SViewport to (once again) be able to use non-pre-multiplied alpha blending SViewport now has an PreMultipliedAlpha argument (default true), which can control whether to use pre-multiplied alpha when blending is enabled (blending is disabled by default). Note: This is a change in behavior from 4.10, as non-pre-multiplied alpha blending used to be the default, but pre-multiplied alpha blending better supports the pipeline used through Slate. This change also cleans up the use of bool parameters in the FSlateDrawElement::MakeX functions to control the render behavior, instead favoring use of advanced ESlateDrawEffect flags. API Breaking Changes - FSlateDrawElement::MakeGradient no longer takes a bInGammaCorrect bool, instead pass ESlateDrawEffect::NoGamma as part of InDrawEffects to disable gamma correction. - FSlateDrawElement::MakeViewport no longer takes a bInGammaCorrect bool, instead pass ESlateDrawEffect::NoGamma as part of InDrawEffects to disable gamma correction. - FSlateDrawElement::MakeViewport no longer takes a bInAllowBlending bool, instead pass ESlateDrawEffect::NoBlending as part of InDrawEffects to disable blending. #jira UE-26797 Change 2912345 on 2016/03/16 by Olaf.Piesche Removing the check that causes UE-28441, duplicating beam type data module from highest LOD in Cascade causes crash. The beam data module is the only one that explicitly checks to make sure it's always shared across LOD levels; there's no obvious reasons why duplicating beam data modules shouldn't be possible. #codereview simon.tovey #jira UE-28441 Change 2912526 on 2016/03/16 by Steve.Robb Fix uninitialized variables. #codereview robert.manuszewski #jira UE-28391 Change 2913114 on 2016/03/17 by Steve.Robb Fixed some private properties which caused UHT errors. #codereview robert.manuszewski #jira UE-28059 Change 2913295 on 2016/03/17 by Richard.TalbotWatkin Replicated from Dev-Editor CL 2913224 Disallow assets from being deleted if PIE is active. This prevents various troubles which can occur when PIE is referencing asset objects. #jira UE-12387 - [CrashReport] Crash when deleting assets needed for template #RB Nick.Darnell, Frank.Fella Change 2913310 on 2016/03/17 by Nick.Shin merging from //UE4/Dev-Platform to //UE4/Release-4.11 --- original commit CL: #2913300 message --- corrected VS 2015 websocket lib to look at the right offset it is currently a high risk change to just update the libwebsocket wholesale for release-4.11. this change is the most minimum invasive change with a lot of deep analysis (details will be put in jira: # UEPLAT-1221). this fix will also be pushed up to release-4.11 #jira UE-22166 - HTML5 Cook on the fly will launch and then close browser #jira UE-22513 - HTTP Network File System crashes randomly. #jira UE-28003 - Fail to QuickLaunch HTML5 through UnrealFrontEnd Change 2913593 on 2016/03/17 by Mark.Satterthwaite For non-debug builds silence the warning about no deth/stencil when shader writes to depth in MetalRHI - the RHI implementation will create a temporary D/S buffer to cope but really this needs to be properly addressed elsewhere. #jira UE-28491 Change 2913655 on 2016/03/17 by Taizyd.Korambayil #jira UE-28492 Rebuilt Lighting For the Samples Listed Change 2914025 on 2016/03/17 by Olaf.Piesche Make sure ST primitives are added to NST draw list if in shader complexity mode #codereview simon.tovey #jira UE-28471 Change 2914027 on 2016/03/17 by Nick.Shin [CL 2941462 by Ben Marsh in Main branch] |
||
|
|
cf651e0c63 |
Change 2898947 on 2016/03/08 by Mark.Satterthwaite
Move the Apple Driver Monitor stats into their own stat groups, DriverMonitor has the common stats, DriverMonitorAMD/Intel/Nvidia have the vendor/GPU specific stats. The Metal and OpenGL RHIs update the driver monitor stats group for the current GPU at the appropriate time. Change 2898950 on 2016/03/08 by Mark.Satterthwaite More shader cache code documentation. Change 2898952 on 2016/03/08 by Michael.Trepka Check GPU driver version and warn of bad drivers only on Windows Change 2898964 on 2016/03/08 by Mark.Satterthwaite Only verify the vertex attribute layout for Metal in debug builds or when using development with the debug layer turned on. It reduces performance significantly and isn't all that helpful unless you are attempting to debug a mismatch. Change 2898973 on 2016/03/08 by Mark.Satterthwaite Switch uniform buffers to managed memory on Mac as this is more appropriate for AMD & Nvidia GPUs. Change 2898988 on 2016/03/08 by Mark.Satterthwaite Simplify MetalContext by having only one SubmitCommandsHint implementation. Change 2899011 on 2016/03/08 by Mark.Satterthwaite Duplicate 4.11 CL #2898988: Proper fix for UE-25804 - we have to manually expand PF_G8 + SRGB to RGBA8_sRGB - this then fixes UE-27483. #jira UE-25804 #jira UE-27483 Change 2899024 on 2016/03/08 by Mark.Satterthwaite Duplicate 4.11 CL #2887365 & CL #2887583: Allow InfiltratorDemoEditor under Metal to issue a query buffer reset without crashing - the function that switches to the new query buffer needs to reapply some of the draw-state so that future commands don't dereference nil. #jira UE-27513 My earlier fix for UE-27513 overlooked various internal details that meant it wouldn't restore state correctly, would fail validation and could crash in a new place. This version will ensure that cached state is only reset when it is appropriate to do so and will restore it correct when doing a query buffer reset. #jira UE-27513 Change 2899418 on 2016/03/08 by Daniel.Lamb Added support for textboxes in the editor to convert uasset filenames into long package names. As this is more useful to the cooker and more portable for projects. #codereview Matt.Kuhlenschmidt #jira UE-27785 Change 2899419 on 2016/03/08 by Daniel.Lamb Added support for passing -opengl command through to launch on if the editor is started with it. #codereview Michael.Trepka Change 2900846 on 2016/03/09 by Mark.Satterthwaite Reimplement Metal object lifetime tracking as stats in the stat-group, though the old system is maintained as a debug-only tool that could (and probably should) be extended to track over/under-release bugs. Currently the texture count will be distorted by texture SRVs so will need improvement but other stats should be reliable. In order to properly report the number of buffers the TResourcePool policy class must now define a FreeResource function, so I've added them to the appropriate places too. Change 2900853 on 2016/03/09 by Mark.Satterthwaite Optimise away empty encoders that don't perform a clear operation on AMD & Intel, but not Nvidia or non-Mac Metal devices. This should slightly improve performance. Change 2900927 on 2016/03/09 by Mark.Satterthwaite Implemented operation threshold submission of Metal command buffers to keep the GPU busier and not just idle waiting for the CPU. Whenever rhi.Metal.CommandBufferCommitThreshold is set to a value >0 and the current command buffer has >= draw/dispatch operations outstanding then the command-buffer will be committed at the next encoder boundary. The default value is 100 operations which is currently arbitrary and the feature can be disabled by setting the value to <= 0 in which case only explicit submissions will occur as previously. Change 2901310 on 2016/03/09 by Mark.Satterthwaite Change OneColor clear shader setup so that it works with parallel encoding in Metal. Change 2903002 on 2016/03/10 by Mark.Satterthwaite Instantiate the OneColor shaders once in Metal. Change 2903274 on 2016/03/10 by Mark.Satterthwaite Remove more unnecessary parallel execution stalls from MetalRHI. Change 2903402 on 2016/03/10 by Mark.Satterthwaite Implement Metal support for index buffer SRVs. Change 2903419 on 2016/03/10 by Mark.Satterthwaite Always use Managed memory on Mac Metal for buffers. Change 2905206 on 2016/03/11 by Mark.Satterthwaite Worked around UE-27818 "ElementalDemo Causes Invalid Rendering on AMD GPUs" - recent changes to allow mesh particles to write to velocity leave a texture-buffer unbound & then use a uniform value & an if-branch to guard against access but AMD's Mac GL driver notices that the buffer is referenced in the shader but not bound & promptly tries to fallback to Apple's S/W renderer regardless of what the uniform value is. That's legal behaviour for an OpenGL implementation so the C++ code has been changed to allocate and write the current transforms into the buffer for OpenGL when they wouldn't otherwise be provided. This is sufficient to avoid the problem without affecting any other API. Change 2906217 on 2016/03/11 by Nick.Shin re-enabled http network file server it was disabled in CL: #2790193 #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 2908203 on 2016/03/14 by Michael.Trepka Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform). Everything but SSF lib. Change 2908553 on 2016/03/14 by Mark.Satterthwaite Force a submit & wait in Metal when contexts are being destroyed to prevent kernel panics in drivers which continue to process the now abandoned command-queue and encounter invalid resources (because we destroy them on shutdown). Change 2908595 on 2016/03/14 by Michael.Trepka Fixed iOS compile error in MetalUniformBuffer.cpp #codereview Mark.Satterthwaite Change 2910106 on 2016/03/15 by Mark.Satterthwaite Use a dispatch_semaphore not an FEvent for Metal free-list synchronisation as the dispatch_worker threads can't be properly setup for FStats and this causes problems. Change 2910107 on 2016/03/15 by Mark.Satterthwaite Fix Metal reporting of GPU memory through the RHI as it is in bytes, not MB. Change 2910138 on 2016/03/15 by Mark.Satterthwaite Properly retain/release dispatch_semaphore for Metal command buffer completion block & allow uniform buffer creation on parallel encoding thread. Change 2911735 on 2016/03/16 by Nick.Shin housekeeping removing extra and inconsistant whitespace as well as making tabs & spaces consistant [CL 2936662 by Josh Adams in Main branch] |
||
|
|
1ea3ed4697 |
Copying //UE4/Portal-Staging to //UE4/Main
#lockdown nick.penwarden [CL 2920312 by Justin Sargent in Main branch] |
||
|
|
5e75112469 |
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2828332 on 2016/01/14 by Matthew.Griffin
Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.
Change 2828335 on 2016/01/14 by Matthew.Griffin
Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.
Change 2831365 on 2016/01/16 by Ben.Marsh
Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.
Change 2832166 on 2016/01/18 by Ben.Marsh
Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.
Change 2835725 on 2016/01/20 by Matthew.Griffin
Removed more uses of RunningRocket functions
Switch Linux staging check to see if required files exist until switched to using receipts
Always stage CrashReporter for Linux
Mac and Linux will not use Compile Lean And Mean when generating project files
Allow normal DynamicCompilation check to occur in binary builds
Allow XMPP dependency on WebRTC now that it's publically distributed
Change 2835864 on 2016/01/20 by Matthew.Griffin
Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
Also tidied up some arguments that are set in UVS and never used.
Change 2839932 on 2016/01/22 by Matthew.Griffin
Removed last uses of RunningRocket from UnrealBuildTool
Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
Combined code doing very similar things for single games and rocket projects.
Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
Removed RunningRocket function and the code checking for -rocket on the command line
Change
|
||
|
|
984342ca17 |
Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) post CL#2804086 to CL#2817167
CL#2805395 resolved as target to avoid copying 2015 changes #lockdown Nick.Penwarden [CL 2819197 by Matthew Griffin in Main branch] |
||
|
|
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] |
||
|
|
a5f534451b |
Remove the ENGINE_VERSION define from Version.h and ObjectVersion.cpp; it's superceded by GEngineVersion. EngineVersion.cpp now defines the constants GEngineVersionChangelist and GCompatibleWithEngineVersionChangelist, which are used to construct GEngineVersion and GCompatibleWithEngineVersion. Modifying those constants allows updating the engine version separately to the defines used for resource files (allowing UGS to update the version number without triggering all files to be relinked).
[CL 2625344 by Ben Marsh in Main branch] |
||
|
|
b9d3b11dfe |
Switched a search for punctuation to be case sensitive for performance reasons.
[CL 2596071 by Daniel Lamb in Main branch] |
||
|
|
b81f63fc5e |
#html5 serve compressed gz correct when cook on the fly.
[CL 2594185 by Ankit Khare in Main branch] |
||
|
|
50fb9b6abe |
Don't add a second slash if we already have one when fixing up sandbox paths for client.
Fixes crash in cook on the fly. #codereview Marcus.Wassmer [CL 2592753 by Daniel Lamb in Main branch] |
||
|
|
1dedf18229 |
Fixed bug with directories for cook on the fly clients not having cached files cleaned up. The server needs to convert the directories to client space as clients can have different root paths.
[CL 2549670 by Daniel Lamb in Main branch] |
||
|
|
e2e5ac707b |
Fixed issue with cook on the fly client not finding the plugins directory when starting up, which means they will not be cleaned.
[CL 2548240 by Daniel Lamb in Main branch] |
||
|
|
5cf849a5a1 |
Enable HTML5 for Mac Rocket
#codereview ben.marsh [CL 2519794 by Ankit Khare in Main branch] |
||
|
|
114458bf0f |
Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch] |