- Rebuild libsquish with macosx-version-min=10.15
- Remove duplicate definitions for HTTP status constants
- Use snprintf instead of sprintf in Metal & AGX profilers
- Silence deprecation warnings in ControlRigSpline third-party contrib.
- Disable fatal_warnings linker flag for clang 14 only on Mac (as a temporary workaround) for the linker complaning about not being able to compact unwinding information for particular functions.
#rb adam.kinge, brandon.shaefer, sara.schvartzman
#fyi richard.wallis, jack.porter
#jira none
#rnx
#preflight 62a8f1261f6754ac09c886fb
[CL 20687742 by will damon in ue5-main branch]
- This can be force disabled via the commandline with -autoColorize 0, or enabled with -autoColorize or -autoColorize 1
- The -reverseTable and -scrollableTable params are now also possible to force disable by specifying 0 (using a new GetOptionalBool mechanism)
[FYI] andrew.ladenberger
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 20675636 via CL 20677476 via CL 20677697
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)
[CL 20679317 by ben woodhouse in ue5-main branch]
A new lit vertex color material is added and used if the ModelingComponents module is loaded (to avoid adding a new engine material, if only GeometryFramework is loaded, then the engine-default vertex color material is used). This class-wide vertex color material can be overridden via UBaseDynamicMeshComponent::SetDefaultVertexColorMaterial()
Facet Normals / Flat Shading is now separately configurable, this overrides the normals at the vertexbuffer setup level, so it works independently of material.
Support also added for configuring the wireframe material used for BaseDynamicMeshComponent, and also for setting the wireframe color.
#preflight 62aa2330a40a4dc3a04052c6
#rb tyson.brochu
[CL 20676782 by Ryan Schmidt in ue5-main branch]
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 20669446 via CL 20669464 via CL 20669469
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)
[CL 20670444 by ben woodhouse in ue5-main branch]
The usdMtlx plugin that is included with USD adds a file format plugin for
reading MaterialX documents and translating them into UsdShade shading
networks.
The plugin was already supported on Windows, and this adds support for the
plugin on Linux. A subsequent change will add the plugin on Mac.
#jira UE-142381
#rb daniel.coelho, anousack.kitisa
#preflight 62a7a29967522b9df0ffb3d0
[CL 20651253 by matt johnson in ue5-main branch]
This allows us to support authentication against multiple okta auth servers (useful while moving auth server).
Updated Okta library to support overriding scheme.
#preflight https://horde.devtools.epicgames.com/job/629a1a17c80cbaebe5d7b2b4
[CL 20644371 by Joakim Lindqvist in ue5-main branch]
Add MT6785 chipset and fix a typo in MT6853
#android
[REVIEW] [at]Allan.Bentham
#rb Allan.Bentham
#ROBOMERGE-AUTHOR: chris.babcock
#ROBOMERGE-SOURCE: CL 20630114 via CL 20630150 via CL 20630168 via CL 20630181 via CL 20630198
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)
[CL 20636306 by chris babcock in ue5-main branch]
The usdMtlx plugin that is included with USD adds a file format plugin for
reading MaterialX documents and translating them into UsdShade shading
networks.
This adds support for the plugin on Windows. Subsequent changes will add
the plugin on Mac and Linux.
#jira UE-142381
#rb daniel.coelho, anousack.kitisa
#preflight 62a13c7d7a05eb816cace2c4
[CL 20634414 by matt johnson in ue5-main branch]