- Moving various UB booleans into a flags enum.
- UB booleans could not be reasonably deprecated without incurring memory overhead, so this will break custom code that uses them.
- Adding UB flag to force the shader compilers to generate reflection for the UB members which are normally excluded from reflection.
- Adding UB flag that tells MeshCommands that a UB will be bound during pass drawing and that it doesn't need to be set via MDCs.
- New flags are not used in this CL, they are prerequisites for subsequent, larger changes.
#rb jeannoe.morissette
[CL 34356503 by christopher waters in ue5-main branch]
We now separate the passed in remapping paths to be categorized by plugin when considering mappings for external actors/objects.
#rb Dave.Belanger, Francis.Hurteau
#rnx
[CL 34317882 by kevin macaulayvacher in ue5-main branch]
From FChunkBlock::Size to FChunkBlock::DiskSize.
From FIoStoreWriteQueueEntry::CompressedSize to FIoStoreWriteQueueEntry::DiskSize.
#rb pj.kack
#tests identical binary output
#rnx
[CL 34306949 by pj kack in ue5-main branch]
This avoid a race condition where multiple threads would try to start recovery at the same time.
#jira UE-216389
#rb zousar.shaker
[CL 34277375 by dan engelbrecht in ue5-main branch]
There are special cases for semantics when the index is omitted and defaults to zero, e.g. "SV_ClipDistance0" or "SV_ClipDistance[0]".
In those cases, our HlslParser does not provide the semantic index so we have to handle it when re-ordering the interpolators in the DXBC backend.
#rnx
#rb Charles.deRousiers
[CL 34274363 by laura hermanns in ue5-main branch]
This will make UnrealPak read from and use the project-specific ini files.
This will make UnrealPak write to and use the project-specific Saved directory, e.g. to save the UnrealPak.log file.
In the BuildCookRun/CopyBuildToStagingDirectory scripts always invoke UnrealPak with the .uproject file argument.
Always run UnrealPak itself with -nopak to avoid picking up and mounting any existing pak files in the project directory.
Motivation: When UnrealPak is run with -compressionEnableDDC it needs to use the project's ddc configuration instead of the engine's ddc configuration.
Note: When UnrealPak is invoked without the project argument it will still use the default program directory, and there is no change in behavior when e.g. manually executing inspection commands like list, extract and describe.
Note: All important packaging options are already passed on command line from BuildCookRun/CopyBuildToStagingDirectory, so from that perspective the change should be low risk, but in the future there is a possibility to reduce the number of command line options and rely on the project configuration instead.
#rb per.larsson
#tests identical binary output
[CL 34266589 by pj kack in ue5-main branch]
This makes it easier to see the start of each row when dealing with multi-line messages, as these widgets used to float to the center of each row which produced an inconsistent appearance that was difficult to visually scan
[FYI] jeanmichel.dignard
#rnx
[CL 34251786 by jamie dale in ue5-main branch]
Break out a separate LoadFromReferenceDb function from BeginCompress and run it earlier from ScheduleEntry instead.
Enable task retraction for the compressed read when waiting on the BeginCompressionBarrier.
#rb per.larsson
#rnx
[CL 34234325 by pj kack in ue5-main branch]