mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
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83 Commits
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2cbba54705 |
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
========================== MAJOR FEATURES + CHANGES ========================== Change 2992821 on 2016/05/27 by Max.Chen Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook. #jira UE-31279 #lockdown Cristina.Riveron Change 2992761 on 2016/05/27 by Max.Chen Add assets from "Directories to Always Cook". #jira UE-31279 #lockdown Cristina.Riveron Change 2992371 on 2016/05/26 by Dmitry.Rekman Fix GUBP Tools node (UE-31378). #jira UE-31378 #lockdown Josh.Adams Change 2992279 on 2016/05/26 by Dmitry.Rekman One more fix for UAT compilation failure (UE-31312). - Make EnvVarsToXML target framework v4.5. #lockdown Josh.Adams #jira UE-31312 Change 2992060 on 2016/05/26 by Josh.Adams - Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window. #lockdown cristina.riveron #jira UE-31373 Change 2992009 on 2016/05/26 by Dmitry.Rekman Fix packaging on Linux (UE-31312). - System.Xml was spelled as System.XML. #jira UE-31312 #lockdown Josh.Adams Change 2991784 on 2016/05/26 by Martin.Wilson Fix for RecalcRequiredBones crashing when there is no lod data #jira UE-30028 #lockdown cristina.riveron Change 2991744 on 2016/05/26 by Dmitry.Rekman Fix Linux code project generation (UE-31322). - Also fixes UE-31318 (not reopening when creating BP project). - Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127). - Added logging of child's return code. #lockdown Josh.Adams #jira UE-31322 #jira UE-31318 Change 2991448 on 2016/05/26 by Nick.Darnell Disabling the logging in the git module that was added from the previous commit. #jira UE-30781 #lockdown cristina.riveron Change 2991352 on 2016/05/26 by Max.Chen Subway Sequencer: Add "Sequencer" to the list of additional directories to cook. #jira UE-31279 #lockdown Cristina.Riveron Change 2991121 on 2016/05/26 by Ben.Marsh Fix ShooterGame warnings on XboxOne. #lockdown cristina.riveron Change 2991097 on 2016/05/26 by Nick.Darnell PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts) #jira UE-30781 #lockdown cristina.riveron Change 2991095 on 2016/05/26 by Dmitry.Rekman Fix packaging on Linux (UE-31312). - Excludes UAT modules unsupported on the platform (e.g. TVOS). #jira UE-31312 #lockdown Josh.Adams Change 2990806 on 2016/05/25 by Michael.Gay Last minute adjustments to SubwaySequencer shots. Fixed Fade track on master and moved Event tracks to shots. #jira UE-30804 #lockdown Cristina.Riveron Change 2990739 on 2016/05/25 by Dan.Oconnor Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional #jira UE-31155 #lockdown cristina.riveron Change 2990657 on 2016/05/25 by Dmitry.Rekman Fix crash in mono when invoked by the engine (UE-31312). - Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono. - See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html #jira UE-31312 #lockdown Josh.Adams Change 2990564 on 2016/05/25 by Marc.Audy Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent. #jira UE-00000 #lockdown Cristina.Riveron Change 2990429 on 2016/05/25 by Max.Chen Movie Capture: Fix initialization order warning. Follow up to CL #2990314 #jira UE-31285 #lockdown Nick.Penwarden Change 2990338 on 2016/05/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. #jira UE-28838 #lockdown cristina.riveron Change 2990314 on 2016/05/25 by Max.Chen Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues. #jira UE-31285 #lockdown Nick.Penwarden Change 2990249 on 2016/05/25 by Max.Chen Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process. #jira UE-31285 #lockdown Nick.Penwarden Change 2990243 on 2016/05/25 by Lukasz.Furman Fixed behavior tree observers not being applied correctly #jira UE-31307 #lockdown Cristina.Riveron Change 2990206 on 2016/05/25 by Daniel.Lamb Make sure min number of threads in the large thread pool is at least 2. #jira UE-31253 #lockdown Cristina.Riveron Change 2990182 on 2016/05/25 by Max.Chen Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes. #jira UE-31304 #lockdown Nick.Penwarden Change 2990124 on 2016/05/25 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #lockdown cristina.riveron #jira UE-29089 Change 2989978 on 2016/05/25 by Uriel.Doyon Merged fix for issue with resolution scale in PostProcessVisualizeComplexity #jira UE-29473 #lockdown cristina.riveron Change 2989970 on 2016/05/25 by Taizyd.Korambayil #lockdown cristina.riveron #jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it. Change 2989911 on 2016/05/25 by Chris.Babcock Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015 #jira UE-31292 #ue4 #android #lockdown cristina.riveron Change 2989898 on 2016/05/25 by Robert.Manuszewski Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks. Reimplementing CL #2952596 #jira UE-29245 #lockdown Nick.Penwarden Change 2989849 on 2016/05/25 by Max.Preussner Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289) #jira UE-31289 #lockdown nick.penwarden Change 2989793 on 2016/05/25 by Max.Chen Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames. #jira UE-30755 #lockdown Nick.Penwarden Change 2989792 on 2016/05/25 by Max.Chen Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor. #jira UE-30755 #lockdown Nick.Penwarden Change 2989774 on 2016/05/25 by Mike.Beach Mirroring CL 2946932 Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #lockdown cristina.riveron #jira UE-26998 Change 2989765 on 2016/05/25 by Olaf.Piesche Moivng CL 2967970 from Dev-Rendering - fix for #jira UE-27297 #lockdown nick.penwarden Change 2989481 on 2016/05/25 by Marc.Audy Properly route AttachToComponent to SetupAttachment if called from the constructor #jira UE-31055 #lockdown Cristina.Riveron Change 2989369 on 2016/05/25 by Robert.Manuszewski Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype. #jira UE-31033 #lockdown Nick.Penwarden Change 2988975 on 2016/05/24 by Max.Preussner Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195) #jira UE-31195 #lockdown nick.penwarden Change 2988834 on 2016/05/24 by Max.Chen Movie Capture: Crash fix - Protect against null encoding filter. #jira UE-31233 #lockdown Nick.Penwarden Change 2988764 on 2016/05/24 by Peter.Sauerbrei fix for exception when deploying to tvOS from PC #jira UE-30318 #lockdown cristina.riveron Change 2988540 on 2016/05/24 by Jeff.Campeau Disable incompatible OpenVR for Windows XP builds. Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR). #lockdown Nick.Penwarden #jira UE-30823 Change 2988491 on 2016/05/24 by Zak.Middleton #ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future. #lockdown cristina.riveron #jira UE-30625 Change 2988427 on 2016/05/24 by Aaron.McLeran #jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound Fix is to not re-add the sound once its stopped due to max concurrency. #tests ran the QA test map that demonstrated the problem #lockdown cristina.riveron Change 2988391 on 2016/05/24 by Taizyd.Korambayil #lockdown cristina.riveron #jira UE-30301 Rebuilt Ligthing for all Content Example Maps Change 2988315 on 2016/05/24 by Allan.Bentham Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar) #jira UE-31079 Change 2988227 on 2016/05/24 by Frank.Fella Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes. Change missed in first checkin. #Jira UE-30755 Change 2988200 on 2016/05/24 by Robert.Manuszewski Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags #jira UE-31218 Change 2988181 on 2016/05/24 by Peter.Sauerbrei revert out the last fix and add more logging as I can't reproduce this bug #jira UE-30813 Change 2988140 on 2016/05/24 by Frank.Fella Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes. #Jira UE-30755 Change 2988081 on 2016/05/24 by Jamie.Dale Better fix for UE-29651 that will also work with packages saved from a build without an engine version There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages. #jira UE-29651 Change 2987964 on 2016/05/24 by Lee.Clark Fix empty ENV path when compiling PS4 targets. #jira UE-31210 Change 2987721 on 2016/05/23 by Dan.Oconnor Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated. #jira UE-31099 Change 2987696 on 2016/05/23 by Chris.Babcock Update AndroidWorks 1R1 to CodeWorks for Android 1R4 #jira UEPLAT-1312 #ue4 #android Change 2987624 on 2016/05/23 by Jeff.Campeau Fix a define protection for WinXP stack walking support. #jira UE-30823 Change 2987607 on 2016/05/23 by Jeff.Campeau Windows Stack Walk fixed to work with Windows XP. Use the ASCII calls where needed. Symbol server is unsupported and is disabled when building for Windows XP. #jira UE-30823 Change 2987593 on 2016/05/23 by Zak.Middleton #ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values. #jira UE-30625 Change 2987548 on 2016/05/23 by Lukasz.Furman Moved newly added gameplay debugger's code out of perception component #jira UE-31090 Change 2987510 on 2016/05/23 by Lukasz.Furman Restored perception category in old gameplay debugger tool #jira UE-31090 Change 2987278 on 2016/05/23 by Ben.Marsh Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro. #jira UE-31109 Change 2987156 on 2016/05/23 by Chris.Babcock Added GoogleVR to InstalledEngineFilters.ini #jira UE-31186 #ue4 #android Change 2987129 on 2016/05/23 by Mieszko.Zielinski Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4 #jira UE-31185 Change 2987100 on 2016/05/23 by Peter.Sauerbrei fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name #jira UE-30813 Change 2987064 on 2016/05/23 by Dmitry.Rekman PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus) #jira UE-28537 Change 2987002 on 2016/05/23 by Aaron.McLeran #jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees Fix was to remove the clamp on the dot-product #tests ran test map with focus factors greater than 90 degrees Change 2986880 on 2016/05/23 by Mark.Satterthwaite Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. #jira UE-31124 Change 2986873 on 2016/05/23 by Lina.Halper #fix issue with morphtarget importings for LODs - this was caused by option not being set correctly #jira: UE-30955 #code review: Alexis.Matte Change 2986804 on 2016/05/23 by Taizyd.Korambayil #jira UE-31132 Added Missing Function to Blueprint. Change 2986801 on 2016/05/23 by Jamie.Dale SSearchBox will now only delay text changes while it has focus A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues. #jira UE-31101 Change 2986793 on 2016/05/23 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747) #Jira UE-31166 Change 2986772 on 2016/05/23 by Benn.Gallagher Fixed montage single node instances with negative rate scales only repeating the final section when looping #jira UE-31164 Change 2986766 on 2016/05/23 by Martin.Wilson Fix for preview not updating when tranform curve flags are changed. #Jira UE-31119 Change 2986569 on 2016/05/23 by Robert.Manuszewski Making hang detection disabled bu default and an opt-in for games. #jira UE-31151 Change 2986564 on 2016/05/23 by Martin.Wilson Fix for being able to set montages on an anim track segment. #jira UE-31039 Change 2986205 on 2016/05/21 by Zabir.Hoque Add new instrumentation to bucketize why we are seeing device lost so often. #jira UE-20434 Change |
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d5a5e56664 |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden
Change 2889481 on 2016/03/02 by Richard.TalbotWatkin
Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE).
PR #2094
#jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor
FSlateAtlasedTextureResource
Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server.
#jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel
#RB Thomas.Sarkanen
Change 2890359 on 2016/03/02 by Nick.Darnell
Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere.
Change 2892008 on 2016/03/03 by Richard.TalbotWatkin
Back out changelist 2813475
Change 2892086 on 2016/03/03 by Richard.TalbotWatkin
Back out changelist 2813457
Change 2892117 on 2016/03/03 by Richard.TalbotWatkin
Back out changelist 2812830
Change 2892316 on 2016/03/03 by Richard.TalbotWatkin
Fixed conversion of brushes to volumes so that the original transform isn't lost.
#jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform
Change 2892765 on 2016/03/03 by Andrew.Rodham
Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor
#codereview Mike.Fricker
Change 2894154 on 2016/03/04 by Richard.TalbotWatkin
Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant.
Change 2894481 on 2016/03/04 by Cody.Albert
#jira UE-27830
Fixed mismatched layout name
Change 2896339 on 2016/03/06 by Richard.TalbotWatkin
Fixed undo issues in texture paint mode.
#jira UE-21206 - Texture Painting bugs
Change 2896713 on 2016/03/07 by Joe.Conley
Replacing #ifndef with #pragma once
Change 2896955 on 2016/03/07 by Cody.Albert
#jira UE-27711
Added initialization for LastHighlightInteractionTime
Change 2898895 on 2016/03/08 by Richard.TalbotWatkin
More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts.
#jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport
Change
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71d3d81e81 |
Back out Dev-Editor -> Main copy up.
#lockdown Nick.Penwarden [CL 2936997 by Nick Darnell in Main branch] |
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03c1df75c3 |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden
Change 2889481 on 2016/03/02 by Richard.TalbotWatkin
Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE).
PR #2094
#jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor
FSlateAtlasedTextureResource
Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server.
#jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel
#RB Thomas.Sarkanen
Change 2890359 on 2016/03/02 by Nick.Darnell
Jira Mirroring - Adding some tools for matching gits sha to perforce commits. Also adding the program for scraping jira issues and pushing them elsewhere.
Change 2892008 on 2016/03/03 by Richard.TalbotWatkin
Back out changelist 2813475
Change 2892086 on 2016/03/03 by Richard.TalbotWatkin
Back out changelist 2813457
Change 2892117 on 2016/03/03 by Richard.TalbotWatkin
Back out changelist 2812830
Change 2892316 on 2016/03/03 by Richard.TalbotWatkin
Fixed conversion of brushes to volumes so that the original transform isn't lost.
#jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform
Change 2892765 on 2016/03/03 by Andrew.Rodham
Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor
#codereview Mike.Fricker
Change 2894154 on 2016/03/04 by Richard.TalbotWatkin
Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant.
Change 2894481 on 2016/03/04 by Cody.Albert
#jira UE-27830
Fixed mismatched layout name
Change 2896339 on 2016/03/06 by Richard.TalbotWatkin
Fixed undo issues in texture paint mode.
#jira UE-21206 - Texture Painting bugs
Change 2896713 on 2016/03/07 by Joe.Conley
Replacing #ifndef with #pragma once
Change 2896955 on 2016/03/07 by Cody.Albert
#jira UE-27711
Added initialization for LastHighlightInteractionTime
Change 2898895 on 2016/03/08 by Richard.TalbotWatkin
More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts.
#jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport
Change
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b9b38fe97b |
Copying //UE4/Dev-Platform to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch] |
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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ac05f885af |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden [CL 2754371 by Nick Darnell in Main branch] |
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8799f9a255 |
Updating the VS source code accessor to prefer 2015, but to support 2013.
#codereview jamie.dale, michael.noland [CL 2708745 by Nick Darnell in Main branch] |
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95b10c90cc |
UE-21469 - Editor - Updating the C++ project wizard auto installion of visual studio to be setup to install VS2015 instead of 2013.
#platformnotify Josh.Adams [CL 2707648 by Nick Darnell in Main branch] |
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d8c6aca65d |
SN-DBS support for distributed compilation of Win64 builds
* Modules that use #import (DatabaseSupport & VisualStudioSourceCodeAccessor) are forced to be built locally due to SN-DBS limitation . These are very small modules so have a minimal impact on build time. #codereview Mike.Fricker [CL 2610243 by Lee Clark in Main branch] |
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fd5918afda |
Fixed assert when failing to enumerate a Visual Studio process
UE-12852 - Crash when immediately closing Visual Studio after opening C++ object [CL 2554757 by Jamie Dale in Main branch] |
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a3443c81d5 |
Fixed C++ variable shadowing in Windows-specific code
- Two actual bugs were fixed (GitSourceControlUtils.cpp, VisualStudioSourceCodeAccessor.h) - (These errors were found by using the Clang compiler on Windows platform) #codereview marc.audy [CL 2532216 by Mike Fricker in Main branch] |
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76e1440d85 |
Further changes from PVS-Studio, submitted without modification, reviewed with owners where I was unsure of the change
[CL 2500334 by Dan Oconnor in Main branch] |
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e7d1e64ee3 |
Changed calls to FProcHandle.Close() to FPlatformProcess::CloseProc().
We already had FPlatformProcess::CreateProc/CloseProc pair (which is part of larger set with WaitForProc(), TerminateProc(), GetProcReturnCode(), etc). FProcHandle::Close() made the API more confusing (and actually introduced bugs, because it did not call CloseProc() until recently). #codereview Josh.Adams, Robert.Manuszewski, Jaroslaw.Surowiec [CL 2476322 by Dmitry Rekman in Main branch] |
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79a26091bf |
Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski [CL 2466824 by Saul Abreu in Main branch] |
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eca36d57d7 |
Stopped VS showing a "Save" message when closing after adding new classes via the editor
We now save the project when we add new files to via the editor. This avoids VS showing a prompt about the .vcxproj being dirty when closed. [CL 2462427 by Jamie Dale in Main branch] |
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a11dd1c9a9 |
[INTEGRATE] Change 2430066 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/03 11:54:22
Stopped the "Compiling C++ Code" message in the editor MainFrame always having a cancel button FModuleCompilerStartedEvent now passes a bool to say whether the hot-reload/compile operation is being run async, or whether it's blocking. We now only show the cancel button for async compiles, as the UI is otherwise blocked waiting for the compile to finish. Added a bWaitForCompletion input parameter to DoHotReloadFromEditor. This mirrors the RebindPackages API that DoHotReloadFromEditor internally calls, and prevents UPackFactory needing to perform a manual tick. [CL 2437789 by Matthew Griffin in Main branch] |
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e0ff796744 |
[INTEGRATE] Change 2428300 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/02 12:25:57
Added a way to use DTE to add new files directly into VS without having to generate projects This avoids the annoying "Do you want to reload?" dialog that appears in VS when projects are externally changed, and also saves us the cost/time of having to run UBT to generate projects. [CL 2435515 by Matthew Griffin in Main branch] |
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723ab9aa14 |
[INTEGRATE] Change 2425885 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/30 11:13:42
Allowed the DTE VS integration to retry a file open operation if it detected a blocked instance of VS UE-8623 - Adding new code to project opens new Visual Studio rather than using existing one We'd previously disabled the defered opening (essentially a retry) of files if VS detection failed as it could get stuck in a loop when using a non-DTE version of VS (VS Express), however there are timing issues when we add new classes in the editor where an existing VS instance can be blocked waiting on a modal dialog. I've changed our VS integration to report these DTE based VS instances as "blocked" rather than "unknown", and we now allow a defer on these until they become unblocked. ReviewedBy Thomas.Sarkanen [CL 2433390 by Matthew Griffin in Main branch] |
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ad6b17577e |
UE-7755: UBT reporting VS2012 as an unsupported compiler even when UAT was passed -NoCompile
There were two problems with this. One, I had to suppress registering build platforms in UBT if the project has no code. To achieve this I added new flag -nocodeproject and I'm passing it down from the editor to UAT. The second one emerged after fixing previous one. The Editor was adding -build flag to the UAT if it found any of the VS 2012 or 2013. -build flag is making UAT to try to build, which fails as it is not supported on VS 2012-only system. During the discussion with platform team we came up with the solution to not check for VS 2012 in editor, as we only support it for XDK development, which requires both VSes on the system (2012 and 2013). Hence flag -build should be appended to the UAT command line if and only if there is VS2013 on the system. [CL 2431415 by Jaroslaw Palczynski in Main branch] |
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0756ef15b9 |
Delegate comparisons deprecated, lots of other associated code deprecated, and lots of warning fixups:
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle. * New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle. * Timer calls which don't take FTimerHandles are deprecated. * FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function. * DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles. * Various other handle-based registration changes. * Some unity build fixes. * Some simplification of delegate code. * Fixes for lots of existing code to use handle-based registration and unregistration. #codereview robert.manuszewski [CL 2400883 by Steve Robb in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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3522037b79 |
Source code access now works in SlateViewer and Launcher
Made sure to manually load the appropriate modules for source code access. The hot reload dependency that VisualStudioSourceCodeAccess had was bringing in the whole editor as a dependency, so this is now restricted to editor builds. SlateViewer now compiles in CoreUObject as the source code accessor module requires it for its settings. TTP# 333675 - CHECKIN: SLATE: WidgetReflector code reference hyperlinks don't work anymore #codereview Nick.Atamas,Frank.Fella [CL 2292278 by Thomas Sarkanen in Main branch] |
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774bd540b2 |
Fix crash on shutdown if hot reload module hasn't been loaded yet
[CL 2286821 by Ben Marsh in Main branch] |
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d591804587 |
Move hot reload functionality from Core into the HotReload module. Precursor to removing assumptions about IS_MONOLITHIC and supporting hybrid monolithic configurations.
[CL 2286426 by Ben Marsh in Main branch] |