Commit Graph

12946 Commits

Author SHA1 Message Date
Gil Gribb
5bad61af40 UE4 - Compact cloth buffers. Option to defer uniform buffer creation till it is visible. Option to defer skeletal stuff to visible and do it on the RHI thread. High priority task graph tasks. Hi priority ticks.
[CL 2597353 by Gil Gribb in Main branch]
2015-06-23 12:47:57 -04:00
Max Preussner
9927a96cbb MovieScene: Renamed module; reorganized files.
[CL 2597352 by Max Preussner in Main branch]
2015-06-23 12:47:53 -04:00
Ankit Khare
7481149c7d #html5 don't use custom version macros, use inbuilt version macros instead.
#codereview james.moran

[CL 2597332 by Ankit Khare in Main branch]
2015-06-23 12:39:16 -04:00
Jaroslaw Surowiec
214e0c3d08 Stats - Track allocations of size 0
[CL 2597254 by Jaroslaw Surowiec in Main branch]
2015-06-23 11:59:50 -04:00
Matt Kuhlenschmidt
2c707bde6c Upgraded freetype to 2.6. Works only for windows at this time
[CL 2597177 by Matt Kuhlenschmidt in Main branch]
2015-06-23 11:27:08 -04:00
Max Preussner
6da1ab87d8 Fixed copy/paste comment.
[CL 2597173 by Max Preussner in Main branch]
2015-06-23 11:24:35 -04:00
Mieszko Zielinski
d488526ff4 Made BTService_DefaultFocus internals protected rather than private (which was a bug) #UE4
[CL 2597163 by Mieszko Zielinski in Main branch]
2015-06-23 11:19:16 -04:00
Richard TalbotWatkin
ea89efd6f5 Fixed shadowed member warning in clang.
[CL 2597146 by Richard TalbotWatkin in Main branch]
2015-06-23 11:09:29 -04:00
Mieszko Zielinski
20e4252b50 Gameplay Task priority and resources management up and running, pass 1 #UE4
Including:
- every GameplayTask can specify resources it requires to run, and separately resources it's going to lock, or "shadow" ones in the priority queue
- added a broadcast delegate to GameplayTasksComponent one can register for to get notified about changes in resource locks
    - AI uses this to lock AI logic for scripted tasks
- made IGameplayTaskOwnerInterface::GetAvatarActor require a task pointer to determine avatar actor - this was needed for a "skeletal" owners, like BT nodes
- Improvements to AITask_MoveTo
- expanded BTTaskNode with bits required for it being a GameplayTask owner
    - might need to move that to the most generic BTNode so that services can easily spawn tasks as well
- BT movement tasks can now use AITasks (opt-in with AISystem::bEnableBTAITasks via Project Settings)
- started adding a generic mechanism for configuring AI properties via Project Settings
    - consistency throughout multiple ways of spawning given AI task being the main drive here. Started with movement of course
    - currently implemented by exposing AISystem's properties to global config. Going to switch that over to UDeveloperSettings soon.
- Added a blackboard component member to AIController
- added setting BB SelfActor key to AI-controlled Pawn

[CL 2597132 by Mieszko Zielinski in Main branch]
2015-06-23 11:05:27 -04:00
Nick Darnell
eb4b603dff Build Fix - Changing the camera component to export all symbols instead of selective exporting to prevent errors in the future from missing export macros on individual functions.
#codereview Martin.Mittring

[CL 2597073 by Nick Darnell in Main branch]
2015-06-23 10:35:18 -04:00
Richard TalbotWatkin
a14adb0f24 Put guards again null worlds in UGameViewportClient::ToggleShowCollision to fix order of destruction issues when force exiting the game.
#jira UE-16392 - Crash occurs on exit after enabling Show Collision in Game
#reviewedby James.Golding, Marc.Audy

[CL 2597014 by Richard TalbotWatkin in Main branch]
2015-06-23 10:06:39 -04:00
Josh Adams
41995a6de1 - Added FPaths::LaunchDir(), which gives the current working directory _at launch time_ (saved off before we switch to the Binaries dir). This can be useful for finding files relative to working dir for commandline utilities
- Modified UnrealPak to use LaunchDir as a fallback to finding a pak file
- Added "Usage" printout to UnrealPak that has all the use cases and options I could find in the code

[CL 2596996 by Josh Adams in Main branch]
2015-06-23 09:56:27 -04:00
Lukasz Furman
af6bce42fd replaced EQS skip item mechanic with forcing item status
(it's more self explainatory that way)
#ue4 FORT-8660

[CL 2596919 by Lukasz Furman in Main branch]
2015-06-23 08:46:30 -04:00
Robert Manuszewski
299920bf38 Adding prefixes to GC and Streaming console commands to make them more discoverable. Also added a few placeholder commands to suppress warnings on startup.
Console commands affected:

s.AsyncIOBandwidthLimit
s.MinBulkDataSizeForAsyncLoading
s.AsyncLoadingThreadEnabled
s.WarnIfTimeLimitExceeded
s.TimeLimitExceededMultiplier
s.TimeLimitExceededMinTime
s.UseBackgroundLevelStreaming
s.PriorityAsyncLoadingExtraTime
s.LevelStreamingActorsUpdateTimeLimit
s.LevelStreamingComponentsRegistrationGranularity

gc.MaxObjectsNotConsideredByGC
gc.SizeOfPermanentObjectPool
gc.FlushStreamingOnGC
gc.NumRetriesBeforeForcingGC
gc.AllowParallelGC
gc.TimeBetweenPurgingPendingKillObjects
gc.CollectGarbageEveryFrame
gc.StressTestGC

New console variables:
s.UseBackgroundLevelStreaming
s.AsyncLoadingTimeLimit
s.AsyncLoadingUseFullTimeLimit
s.PriorityAsyncLoadingExtraTime
s.LevelStreamingActorsUpdateTimeLimit
s.LevelStreamingComponentsRegistrationGranularity

[CL 2596909 by Robert Manuszewski in Main branch]
2015-06-23 08:18:32 -04:00
Lukasz Furman
b338d35849 replaced AI message's sender with weak object pointer
#ue4 UE-17281

[CL 2596902 by Lukasz Furman in Main branch]
2015-06-23 07:17:52 -04:00
Lukasz Furman
f6264007c7 hidden abstract navigation data from scene outliner
#ue4 UE-16725

[CL 2596892 by Lukasz Furman in Main branch]
2015-06-23 06:21:32 -04:00
Robert Manuszewski
c9525292b5 Fix for crash when restarting level after streaming levels in.
[CL 2596878 by Robert Manuszewski in Main branch]
2015-06-23 06:03:03 -04:00
Matthew Griffin
f162511d4f Fixed non-unity build errors
[CL 2596812 by Matthew Griffin in Main branch]
2015-06-23 04:50:44 -04:00
Graeme Thornton
5d651fb554 Build fix for non-editor configs
#codereview Martin.Mittring

[CL 2596782 by Graeme Thornton in Main branch]
2015-06-23 04:20:32 -04:00
Graeme Thornton
7819a10e77 Fix SM4 shader compilation error
#codereview Brian.Karis

[CL 2596740 by Graeme Thornton in Main branch]
2015-06-23 03:33:11 -04:00
Jack Porter
581230d602 Removed test code accidentally submitted in CL 2596623
[CL 2596630 by Jack Porter in Main branch]
2015-06-22 23:32:57 -04:00
Jack Porter
3eeffe08b0 Mobile dynamic point lights with movable directional lights
[CL 2596623 by Jack Porter in Main branch]
2015-06-22 23:27:14 -04:00
Matt Kuhlenschmidt
4a8f6bb67f Fix crash when using a material on a font and the font cache had to be flushed
[CL 2596482 by Matt Kuhlenschmidt in Main branch]
2015-06-22 21:17:03 -04:00
Brian Karis
5c80d6efa1 Fix for SSR + no temporal AA bug.
[CL 2596440 by Brian Karis in Main branch]
2015-06-22 20:57:04 -04:00
Zak Middleton
f0564605fb #ue4 - Add MaxRange and a Tag (FName) to noise parameters.
- MaxRange is only used if > 0. It is modified by the loudness. Sensors must still pass their own range checks as well.

UE-13844

[CL 2596425 by Zak Middleton in Main branch]
2015-06-22 20:49:48 -04:00