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.
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[CL 2597353 by Gil Gribb in Main branch]
2015-06-23 12:47:57 -04:00
Graeme Thornton
7819a10e77
Fix SM4 shader compilation error
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#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
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[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
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[CL 2596623 by Jack Porter in Main branch]
2015-06-22 23:27:14 -04:00
Brian Karis
5c80d6efa1
Fix for SSR + no temporal AA bug.
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[CL 2596440 by Brian Karis in Main branch]
2015-06-22 20:57:04 -04:00
Brian Karis
a8d3b0b57e
Motion blur optimizations. Still in progress.
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Fixed temporal aa with pause. Requires r.TemporalAAPauseCorrect 1.
[CL 2596308 by Brian Karis in Main branch]
2015-06-22 19:08:33 -04:00
Rolando Caloca
4e82fb4173
UE4 - Fix reflections on SM4 broken from LPV changes (UE-17270)
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#codereview Martin.Mittring, Michael.Trepka, Daniel.Wright
[CL 2596274 by Rolando Caloca in Main branch]
2015-06-22 18:37:52 -04:00
Martin Mittring
a162c69ec0
nicer VisualizeLPV
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[CL 2596207 by Martin Mittring in Main branch]
2015-06-22 17:31:43 -04:00
Rolando Caloca
312f15b22a
UE4 - Fix sm4 reflections
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#codereview Martin.Mittring
[CL 2594375 by Rolando Caloca in Main branch]
2015-06-19 17:04:21 -04:00
Martin Mittring
696333079c
fixed UE-17333 Switching to SM4 with LPVs active crashes Editor
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[CL 2594327 by Martin Mittring in Main branch]
2015-06-19 16:52:51 -04:00
Guillaume Abadie
b623535a2b
Exposes in the TransformPosition material expression the transformations from and to translated world space
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#code_review: Martin.Mittring
[CL 2594314 by Guillaume Abadie in Main branch]
2015-06-19 16:48:07 -04:00
Nick Darnell
d287c6143f
More Gamma Correction - Didn't catch this on the previous pass, apparently there was an implicit constructor allowing FLinearColor to FColor that was doing pow(2.2) gamma conversion inversion. Rather than leave the implicit constructor, I'm making it private and making people use ToFColor(true). Which is slightly more expensive, but performs the proper sRGB conversion. While fixing this, I found several terrible uses of the implicit constructor, when Hashing FLinearColors we were converting them to FColors first, when clearing FCanvas we were manually gamma correcting but leaving it as an FLinearColor, then implicitly converting to FColor, double gamma corrrecting. Neither of which should even be required as the RHI Clear command expects an FLinearColor. Additionally fixing a myriad of Slate widgets that were all doing FColor conversions needlessly only to convert back to FLinearColor when queuing slate draw commands.
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#codereview nick.penwarden, martin.mittring, andrew.brown, gareth.martin
[CL 2593605 by Nick Darnell in Main branch]
2015-06-19 11:17:11 -04:00
Nick Whiting
cf15fcee4f
#vr Integrating forward renderer stereo fixes
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[CL 2592157 by Nick Whiting in Main branch]
2015-06-18 12:56:30 -04:00
Allan Bentham
69d683b8f7
Back out changelist 2588598 : "Prevent mosaic rendering during scene captures. UE-11518, UE-15212"
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Need a better plan for dealing with drawlists.
[CL 2591868 by Allan Bentham in Main branch]
2015-06-18 09:04:00 -04:00
Dmitry Rekman
59bcd9433c
Fix Linux build.
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#codereview Martin.Mittring
[CL 2591782 by Dmitry Rekman in Main branch]
2015-06-18 07:15:18 -04:00
Martin Mittring
5dde519bff
added printout to make LPV debugging easier, also good to demonstrate Blendables (needed for docs)
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[CL 2591323 by Martin Mittring in Main branch]
2015-06-17 21:26:13 -04:00
Michael Noland
7471d967a3
Rendering: Improved the error message logging in FScene::Release() when a component still has a reference to the dying scene to list the associated asset for any kind of component, not just UStaticMeshComponent
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[CL 2590738 by Michael Noland in Main branch]
2015-06-17 15:36:53 -04:00
Daniel Wright
e0a92fca80
Area shadowing for precomputed shadows from stationary lights
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* New light Lightmass setting 'bUseAreaShadowsForStationaryLight'
* Removed 'DistanceFieldPenumbraSize' project setting, uniform penumbra size comes from each light's LightSourceAngle or SourceRadius using a heuristic now
[CL 2590302 by Daniel Wright in Main branch]
2015-06-17 12:22:02 -04:00
Daniel Wright
72a5a15e1a
Faster Indirect Lighting Cache point sample transition, and unbuilt meshes transition much faster to improve lighting preview during meshing
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[CL 2590048 by Daniel Wright in Main branch]
2015-06-17 10:07:59 -04:00
Olaf Piesche
f1064db150
Compile error fix.
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[CL 2589100 by Olaf Piesche in Main branch]
2015-06-16 14:58:49 -04:00
Martin Mittring
ddc820e6e5
fixed possible crash reported by Allan Bentham
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[CL 2588923 by Martin Mittring in Main branch]
2015-06-16 13:41:25 -04:00
Olaf Piesche
9e27d3d27d
Merging decal fading
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//depot/UE4-UT/Engine/...
to //depot/UE4/Engine/...
[CL 2588622 by Olaf Piesche in Main branch]
2015-06-16 10:37:42 -04:00
Allan Bentham
9c0ce5806a
Prevent mosaic rendering during scene captures.
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UE-11518, UE-15212
#codereview nick.penwarden
[CL 2588598 by Allan Bentham in Main branch]
2015-06-16 10:16:01 -04:00
Guillaume Abadie
b6f0b07fd8
Implements the view property material input node, exposing the field of view, view size and view texel size.
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#code_review: Martin.Mittring
[CL 2588108 by Guillaume Abadie in Main branch]
2015-06-15 20:55:07 -04:00
Jack Porter
4e2da21d6f
Only consider movable lights for mobile dynamic light rendering
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Allow r.MobileNumDynamicPointLights to be modified at runtime
[CL 2587338 by Jack Porter in Main branch]
2015-06-15 10:24:00 -04:00