Changing PixWinPlugin to use the new capture control mechanisms, including disabling the UI overlay.
PixWinPlugin will now trigger a full frame, similar to how the RenderDoc plugin does, to ensure we get a full frame on the requested viewport instead of getting a frame on the next viewport to render.
#jira none
#rb robert.srinivasiah, jamie.hayes
#preflight 636d2bd11a66e7f7317a0073
[CL 23104389 by christopher waters in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
#rb PJ.Kack
#jira UE-167578
#rnx
#preflight 635bdddd5b54febd38b7efd0
- Clean up the source control backend by removing the older code path that was ifdefed out and clean up the new path.
- FPerforceConnection no longer takes a TOptional<FSharedBuffer> but takes an optional pointer to a TArray of FSharedBuffer. When gathering files this should return one FSharedBuffer per file requested.
-- It might make more sense to attach the FSharedBuffer to the FP4Record but that would require some bigger changes and would be better suited to being some follow on work. All the code is private in the module and not exposed so it is fairly safe and easy to do these refactors later.
- Replaced the TArray buffer for gathering files with a purpose built class FP4DepotFile.
- When issuing a p4 print command with multiple files we will get one call to ClientUser::OutputStat followed by calls to either ClientUser::OutputText or ClientUser::OutputBinary until all of the file has been delivered, then we will get another call to ClientUser::OutputStat for the next file and so on.
-- Note with binary files we seem to get one final call to ClientUser::OutputBinary with zero size, which I assume is supposed to signal the end of the transfer, text files do not get this, they seem to just stop.
[CL 22888671 by paul chipchase in ue5-main branch]
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).
Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.
Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.
Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)
#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
[CL 22878911 by Thomas Sarkanen in ue5-main branch]
Change perforce Revert option to be based on if an item is checked out or marked for add, rather than if it can be checked in.
#tests Used to implement source control menu refactor https://p4-swarm.epicgames.net/reviews/22528870
[CL 22863683 by christian savoie in ue5-main branch]
[FYI] Steve.Robb
Original CL Desc
-----------------------------------------------------------------
TMap and TSet can now be declared as members with forward-declared key and value parameters.
KeyFuncs::KeyInitType and KeyFuncs::ElementInitType typedefs are no longer used and user-defined KeyFuncs do not need to provide them. Deprecated placeholders for these typedefs exist though they may not be defined exactly as they were before. A new KeyType typedef needs to be provided by custom KeyFuncs which don't already inherit from BaseKeyFuncs or TDefaultMapKeyFuncs.
KeyConstPointerType, KeyInitType, ValueInitType and ElementInitType typedefs have been deprecated across TMap, TSet and TSortedMap. Regular C++ parameter-passing semantics should be used instead (const T& Ref or T Value, depending on T).
Added missing FSetElementId::operator!=().
[FYI] steve.robb
#rb james.hopkin
[FYI] henrik.karlsson
#preflight 635a56c15d49a96f7b31938f
[CL 22850782 by graeme thornton in ue5-main branch]
KeyFuncs::KeyInitType and KeyFuncs::ElementInitType typedefs are no longer used and user-defined KeyFuncs do not need to provide them. Deprecated placeholders for these typedefs exist though they may not be defined exactly as they were before. A new KeyType typedef needs to be provided by custom KeyFuncs which don't already inherit from BaseKeyFuncs or TDefaultMapKeyFuncs.
KeyConstPointerType, KeyInitType, ValueInitType and ElementInitType typedefs have been deprecated across TMap, TSet and TSortedMap. Regular C++ parameter-passing semantics should be used instead (const T& Ref or T Value, depending on T).
Added missing FSetElementId::operator!=().
#rb james.hopkin
[FYI] henrik.karlsson
#preflight 635a56c15d49a96f7b31938f
[CL 22810695 by steve robb in ue5-main branch]
#rb Sebastian.Nordgren
#rnx
#preflight 63581307d669d2aa7ec95866
- Added FTSMessageLog which is a thread safe version of FMessageLog with limited functionality. It can be used as a thread safe drop in replacement for code that only wants to send messages to the FMessageLog system.
- Somewhat experimental at the moment so it is being kept private in the perforce plugin where it is immediately needed.
- Thread safety is currently achieved by using the normal logging system if we detect that the messages are being added from background threads.
-- In future work this will be improved and we will marshal the messages to the GameThread.
[CL 22795873 by paul chipchase in ue5-main branch]