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https://github.com/izzy2lost/UnrealEngineUWP.git
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64 Commits
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6b15506e58 |
Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart #preflight 62aafc9ada0af39a4783930a [CL 20686007 by Josie Yang in ue5-main branch] |
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de2c3cb8e0 |
[Backout] - CL20593017, 20594056, 20625634, 20645670, 20649179, 20649223, 20649380, 20658535
Add new custom version to specify a certain window of AnimSequences are not loadable #fyi Jurre.deBaare #robomerge EngineMerge Original CL Desc ----------------------------------------------------------------- **New** - Engine - IAnimationDataModel interface - AnimationData plugin - AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel - AnimSequencerDataController, controller for above (implementation of IAnimationDataController) - Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging - Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code - Added ::GetKeyIndicesFromTime which takes FFrameRate - Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence) - Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp - Added a.ForceEvalRawData allowing to force evaluation of source data - Added a.SkipDDC to force compressing animation data locally **Changed** - Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour - AnimSequenceBase now reference AnimDataModel as IAnimationDataModel - Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting - IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on. - Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour - Updated/removed deprecated EngineTests around AnimSequences - Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper) - Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\> - FRichCurve::Eval - Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents - Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted. - Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type. - Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve) - Replaced instances of NULL with nullptr - Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file - Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid() - Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor) - Updated Animation exporting pipeline to be frame-based rather than seconds - Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate) - Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression - Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now) - AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on) **Removed** - Unused file/class AnimData/AnimDataNotifyCollector.h #rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Mike.Zyracki #jira UE-131296 #preflight 62a308a8b0150a87f9d6891b [CL 20677979 by Marc Audy in ue5-main branch] |
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e13fdba72c |
**New**
- Engine - IAnimationDataModel interface - AnimationData plugin - AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel - AnimSequencerDataController, controller for above (implementation of IAnimationDataController) - Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging - Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code - Added ::GetKeyIndicesFromTime which takes FFrameRate - Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence) - Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp - Added a.ForceEvalRawData allowing to force evaluation of source data - Added a.SkipDDC to force compressing animation data locally **Changed** - Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour - AnimSequenceBase now reference AnimDataModel as IAnimationDataModel - Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting - IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on. - Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour - Updated/removed deprecated EngineTests around AnimSequences - Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper) - Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\> - FRichCurve::Eval - Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents - Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted. - Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type. - Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve) - Replaced instances of NULL with nullptr - Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file - Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid() - Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor) - Updated Animation exporting pipeline to be frame-based rather than seconds - Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate) - Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression - Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now) - AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on) **Removed** - Unused file/class AnimData/AnimDataNotifyCollector.h #rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Mike.Zyracki #jira UE-131296 #preflight 62a308a8b0150a87f9d6891b [CL 20593017 by Jurre deBaare in ue5-main branch] |
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524ceab54b |
Non-looping Montage animations pop and don't finish their playback duration in previewer
#fix ensure that blending (in/out) multiplier for montage instance is zero-ed (matching old behaviour) #rb Thomas.Sarkanen #preflight 62333348ef5d0f0e8f03a13e #ROBOMERGE-AUTHOR: jurre.debaare #ROBOMERGE-SOURCE: CL 19421374 via CL 19421402 via CL 19422905 via CL 19429327 via CL 19429393 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v930-19419903) [CL 19432575 by jurre debaare in ue5-main branch] |
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645e1c7469 |
Control Rig: Support modifybone to work without a preview mesh
#rb sara.schvartzman #jira UE-141661 #preflight https://horde.devtools.epicgames.com/job/62027c51bf1c496911476ca7 #lockdown juan.canada #ROBOMERGE-AUTHOR: helge.mathee #ROBOMERGE-SOURCE: CL 18902011 in //UE5/Release-5.0/... via CL 18902196 via CL 18902397 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v912-18901109) [CL 18902410 by helge mathee in ue5-main branch] |
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34f55d3a4a |
Merge from Release-Engine-Test @ 17946149 to UE5/Main
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035 [CL 17949667 by aurel cordonnier in ue5-main branch] |
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aab28b4589 |
Pausing animation sequences with a single frame
#jira UE-86940 #rb thomas.sarkanen #ROBOMERGE-SOURCE: CL 15340963 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668) [CL 15340972 by timothy daoust in ue5-main branch] |
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6ebd594d49 |
Fixed crash opening a pose asset
The pose asset code path in the preview instance used to run its graph udpate in UpdateAnimation(), which meant that the regular scoped sync wasnt applied. Switching it to run in UpdateAnimationNode() means that everyting functions as normal. #jira UE-107354 - Crash when attempting to open a pose asset #rb jurre.debaare [CL 15238297 by Thomas Sarkanen in ue5-main branch] |
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f24003f082 |
Animation data MVC refactor
#jira UE-104234
#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Michael.Zyracki
+ Introduced UAnimDataModel, this currently represents the source data for bone and curve animation. It contains:
+ Bone animation tracks (FBoneAnimationTrack)
+ Key data (coarse)
+ Name
+ Bone tree index
+ Curve data (FAnimationCurveData)
+ Float Curves
+ Transform Curves
+ Play length
+ Sampling rate
+ Used for deriving the expected number of keys/frames when combined with the PlayLength
+ Transient data for supporting backwards compatibility APIs
+ (Dynamic) delegate which broadcasts the mutation Notifies
+ Introduced UAnimDataController, this has sole authority over mutating data contained by UAnimDataModel
+ API functionality allows to transform the contained data in all ways currently expected in the engine.
+ Any mutation will add an undo/redo-able FChange object into the transaction buffer
+ FChangeTransactor helper object allows for keeping track of (compounded) FChange's and inserting them into GUndo
+ Broadcasts change notifies alongside a payload object containing details about the change
+ Interested systems/objects can register to these changes through UAnimDataModel::OnModelModified event
+ Almost all functionality is exposed to both Blueprint and Python scripting
+ Allows for opening 'Brackets', these define the beginning and end of a chain of mutations. Allowing anything registered to OnModelModified to halt responding to the notifies until the (top-level) bracket is closed
+ Undo/redo actions
+ Each mutation to the UAnimDataModel is covered by a 'Action' which is based of FChange and is used to insert a undo/redo-able operation into the transactions buffer
+ Introduced EAnimDataModelNotifType and per-notify payload types. These are used to update views, and any model derived data
+ Introduced FAnimationCurveIdentifier, exposed to scripting, this is used for referencing a curve by name and type when passed to the controller
+ Allows for targetting a specific RichCurve as part of a TransformCurve
+ Introduced FAnimationDataNotifyCollectorused for keeping track of which notifies of type EAnimDataModelNotifType are broadcasted between top-level EAnimDataModelNotifType::BracketOpened and EAnimDataModelNotifType::BracketClosed notifies
+ Added CanTransact to UEngine, returns whether or not a transaction can be made
+ Added UAnimCompositeBase::SetCompositeLength, used for runtime changing of play length value
+ Animation Sequence helpers, containing 'helper' functionality for both AnimSequence and AnimDataModel
* Animation Sequence Base
+ virtual PopulateModel, called during upgrade path for converting existing (legacy) data to the new UAnimDataModel data
+ virtual OnModelModified, registered to the Model's OnModified event to handle any Notifies and payloads
+ Added UAnimDataModel sub-object (editor only)
+ Added UAnimDataController instance (transient and editor only)
+ FAnimationDataNotifyCollector to keep track of model bracketed notifies
* Deprecated
* SetSequenceLength()
* RefreshCurveData()
* MarkRawDataAsModified()
* RegisterOnAnimCurvesChanged()
* UnregisterOnAnimCurvesChanged()
* UnregisterOnAnimTrackCurvesChanged()
* RegisterOnAnimTrackCurvesChanged()
* Public access to RawCurveData
* Animation Sequence
+ Implements PopulateModel/OnModelModified for AnimationSequence related data
+ Added TargetFrameRate, currently locked to the initial sampling rate, but allows for resampling the UAnimDataModel data according to the set rate
+ Added NumberOfSampledKeys (editor only), populated by resampling process
+ Added NumberOfSampledFrames (editor only), populated by resampling process
+ Added ResampledAnimationTrackData (editor only and transient), populated by resampling process
+ Added bBlockCompressionRequests (editor only), used for blocking compression during automation tests
* Deprecated
* SetNumberOfSampledKeys()
* MarkRawDataAsModified()
* GetRawAnimationData()
* GetAnimationTrackNames()
* AddNewRawTrack()
* GetRawTrackToSkeletonMapTable()
* GetRawAnimationTrack()
* GetRawAnimationTrack()
* UpdateFrameRate()
* ExtractBoneTransform()
* CompressRawAnimData()
* GetSkeletonIndexFromRawDataTrackIndex()
* RecycleAnimSequence()
* CleanAnimSequenceForImport()
* CopyNotifies()
* PostProcessSequence()
* AddLoopingInterpolation()
* RemoveAllTracks()
* DoesContainTransformCurves()
* InsertFramesToRawAnimData()
* CropRawAnimData()
* RemoveTrack()
* InsertTrack()
* ResizeSequence()
* Non-editor access to GetUncompressedRawSize()
* Non-editor access to GetApproxRawSize()
* Public access to UpdateCompressedCurveName()
* NumberOfKeys
* SamplingFrameRate
* TrackToSkeletonMapTable
* RawAnimationData
* AnimationTrackNames
* Animation Streamable
* Model from source Sequence is duplicated rather than copying animation data
* Deprecated ERawCurveTrackTypes::RCT_Vector (marked as hidden)
+ Added automated test for
+ All script exposed controller functionality
+ Undo/redo actions
* Updated existing AnimSequence tests with deprecation and new expected data
+ Base data for compression is now populated from the 'resampled' version stored on the AnimSequence
+ Data cleanup and validation is now performed during compression
+ Track sanitization is now performed during compression (normalizing Quats and clamping near-zero values to zero)
+ Key reduction
+ Invalid track (missing bone from skeleton) removal
+ Curve name validation against skeleton
* Replaced RawCurves with Float curves
* Updated DDC key
- Removed all Guid generation related functionality (now part of the model)
* AnimSequenceBase model registers to AnimModel's notify event, used for refreshing the tracks
* Replaces the in-place calling of RefreshTracks()
* All curve tracks now hold a const CurveType* rather than a CurveType*/& for introspection of its data
+ Any mutations now go through the controller API
+ Uses AnimationCurveIdentifier to set Transform's per-channel tracks
* RichCurveEditorModelNamed conformed to model/controller
+ Any modifications are applied to an temporary CurveType which always contains a copy of the const-ptr after any previous mutation
+ Registers to the outer AnimModel's notify event, used for updating the cached curve data
+ Registers to CurveModifiedDelegate, used for copying the temp curve data to the model using SetCurveKeys
* Not-ideal but point that I got to for V1
* Would be replaced with either refactoring FRichCurve to be MVC like, or by calling UAnimDataController functionality from an implementation of FRichCurveEditorModel
* Mark FChange overrides as final for swap/command change permutations
* Changed FCompoundChange GetDescription to return concatenation of all sub-changes
* Added GetDescription to FTransaction which returns the ToString() value of any contained FChange entries.
* Entries in SUndoHistory tab now have a ToolTip showing the GetDescription() value
+ FChangeTransactor helper object allows for keeping track of (compounded) FChange's and inserting them into GUndo
* Deprecation handling, conforming code to new APIs and exposing structure/objects/properties to scripting
* Conforming AnimSequence importing from FBX to Model/Controller changes
[CL 15106211 by Jurre deBaare in ue5-main branch]
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3b3bf723c4 |
Pause the animation timeline for animation sequences with 1 frame
#jira UE-86940 (Pause or Lock AnimTimeline for Animation Sequences with only 1 frame when opened) #rb thomas.sarkanen [CL 14879724 by timothy daoust in ue5-main branch] |
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6f3438b57a |
UAnimSequence:
- Deprecated NumFrames instead added NumberOfKeys (data is copied over during serialization patch up) - Deprecated GetNumberOfFrames and GetRawNumberOfFrames instead added GetNumberOfSampledKeys - Deprecated SetRawNumberOfFrames and instead added SetNumberOfSampledKeys - Added SamplingFrameRate (FFrameRate), which is populated according to the sequence's actual number of frames and length - Changed some behaviour to use FFrameRate API to calculate frame number / timings - Deprecated GetFrameRate and instead added GetSamplingFrameRate - Fixed uses where NumFrames was assumed to contain the number of frames rather than the number of keys (ResizeSequence, AddLoopingInterpolation, CropAnimation, InsertKeysIntoRawData) UAnimStreamable: - Deprecated NumFrames instead added NumberOfKeys (data is copied over during serialization patch up) ITimeManagementModule: - Exposed GetCommonFrameRates through the abstract interface to get around circular Engine module dependency #jira UE-102191 #rb Martin.Wilson [CL 14608938 by Jurre deBaare in ue5-main branch] |
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ea7a43d36e |
Momentum: Deprecating public access to SequenceLength
+ Added SetSequenceLength
+ Moved GetPlayLength virtaul from AnimSequenceBase to AnimationAsset and deprecated GetMaxCurrentTime (only used in a single place)
#rb Martin.Wilson
[CL 14298631 by Jurre deBaare in ue5-main branch]
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44c1bb3292 |
COPY from //Dev-Anim to //Dev-Main
#rb: none #fyi: Laurent.Delayen, Thomas.Sarkanen [CL 11088765 by Lina Halper in Main branch] |
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627baf970a |
Updating copyright for Engine Editor.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904 #ROBOMERGE-BOT: (v613-10869866) [CL 10870586 by ryan durand in Main branch] |
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5ca6ab385e |
Chaos - hack in Poke force in PhAt
#rb none #ROBOMERGE-SOURCE: CL 10837680 via CL 10841173 via CL 10843458 via CL 10843562 #ROBOMERGE-BOT: (v610-10636431) [CL 10843725 by chris caulfield in Main branch] |
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fdcba8f624 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4822026
#rb none #jira none [CL 4822205 by Thomas Sarkanen in Dev-Anim branch] |
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ce6660e537 |
Use move semantics to reduce memcpy() overhead when evaluating animation
Poses & curves are now moved instead of copied where possible.
Also removed needless passing of bone space transforms to UAnimInstance::ParallelEvaluateAnimation, which further removes an extra allocation for sub-instances.
#rb Martin.Wilson
#ROBOMERGE-SOURCE: CL 4810269 via CL
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f473c3d669 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim)
#fyi: Laurent.Delayen, Thomas.Sarkanen #rb: none #lockdown thomas.sarkanen [CL 4715236 by Lina Halper in Dev-Anim branch] |
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349f0a4cfa |
Fixed anim blueprint editor viewport-linked skeletal meshes not animating
#rb Jurre.deBaare #ROBOMERGE-SOURCE: CL 4709223 [CL 4709226 by thomas sarkanen in Main branch] |
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8ba3c4c087 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none #jira none [CL 4665410 by Thomas Sarkanen in Dev-Anim branch] |
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7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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9d110f953e |
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3806524) (Part2)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3783110 by Thomas.Sarkanen
Added support for logical negation when copying to array properties in the fast path
#jira UE-52043 - Anim fast path correctly doesn't handle copying to arrays of bools with logical negation
Change 3783112 by Thomas.Sarkanen
Fixed not being able to assign/unassign constraint and physical animation profiles from the context menu
#jira UE-50205 - Constraint cannot be assigned or unassigned from current profile when using "Unassign" from the context menu in the Skeleton Tree and Graph
Change 3783114 by Thomas.Sarkanen
Asset picker now only reports 'picks' on user interactions
In Ocean and other projects with lots of animation assets, the asset picker amortizes its filter queries over a number of frames. This causes the list to temporarily not include the currently selected item, which then gets reported to client code as a 'deselection'. To address this (and to maintain backwards compatibility) I've added a new delegate that gives more context for selections to the SAssetPicker, allowing us to not report selections that are 'Direct'.
#jira UE-46802 - Searching for an animation from the dropdown in persona causes it to instantly close
Change 3783118 by Thomas.Sarkanen
Added inline time/frame settings to notify context menu
#jira UE-45410 - Inline MontageSection/Notify Time Entry
Change 3783122 by Thomas.Sarkanen
Collision Response dropdown is now a checkbox
Added details customization to allow the enum to masquerate as a bool property
#jira UE-47916 - Drop down used for Collision Response enable/disable in Physics Asset Editor
Change 3783183 by Jurre.deBaare
Follow up fix for toggling post processing in the preview scene
Change 3783186 by Jurre.deBaare
Material Baking Options has two Mesh Settings sections
#fix Changed category names for to allow for two distinct categories (would have preferred to merge them, but am limited by the way detailsview handles multiple objects with containing same category)
#jira UE-52645
Change 3783188 by Jurre.deBaare
Duplicating:
"Simplygon Skelmesh "Regenerate" button remains for content that had Lods created in simplygon, even when it's not installed. On regenerating editor crashes - FPersonaMeshDetails::ApplyChanges()
#fix Ensure the regenerate button is disabled when there is no MeshReduction interface available
#jira UE-52641
Change 3783205 by Jurre.deBaare
Bounds are not shown correctly in Persona for imported alembic skeletal mesh
#fix Ensured that we do not add invalid of (0,0,0) bounds to outgoing mesh bounds
#jira UE-49338
Change 3783248 by Jurre.deBaare
Preview Scene Settings window is missing Search bar
#fix changed search bar flag on Details View
#jira UE-50063
Change 3783267 by Jurre.deBaare
Animation Modifiers: GetBonePosesForTime does not create valid data for GetBonePose
#fix changed the way we retrieve bone transforms, now take it directly from the raw data rather than from a pose
#jira UE-52057
Change 3783281 by Jurre.deBaare
Tool Tip issues in Animation Editor Preferences
#fix corrected typos in comments
#jira UE-51338
Change 3783373 by Thomas.Sarkanen
Added error-reporting to the profile name widgets
This means that the effect of renaming profiles the same as an existing one is clear (i.e. we deny it now).
#jira UE-48120 - Renaming Physics profiles the same as existing Physics profiles switches profiles and is confusing
Change 3783438 by Jurre.deBaare
Vertex paint fill tool fills all channels
#fix Ensure that the current channel fill selection in the Mesh Painter is also used for the fill tool, to allow the user masking out certain channels when using fill
#jira UE-49256
Change 3783583 by Thomas.Sarkanen
Correctly return whether a mesh section is shown or not when it has not been edited
This fixes skeletal->static mesh conversion
Change 3783598 by Thomas.Sarkanen
Fix multi-convex generastion for skeletal meshes
Some triangle indices were being missed out of the index buffer, so the mesh that the convex hull was generated from was corrupt. Removing an early-out fixes this.
#jira UE-52529 - Inaccurate Collision is Generated When Using Multi Convex Hull (PhysicsAsset Editor)
Change 3783615 by Jurre.deBaare
OpacityMask/Opacity bug in MeshUtilities
#fix ensured that material baking uses correct texture samples for Opacity Mask property
#misc deprecated all of this functionality as users should be using the MaterialBaking module
#jira UE-52382
Change 3783620 by Martin.Wilson
Fix crash due to oversampling animation during compression
#Jira UE-52713
Change 3783633 by Jurre.deBaare
Fix deprecation warnings on CIS
Change 3783636 by Benn.Gallagher
Fixed non-working tethers in clothing
Fixed clothing config not applying to active simulation after editing
Fixed and re-enabled accurate wind mode
#jira UE-50797, UE-43611
Change 3783637 by Benn.Gallagher
Github PR: Fix world to actor transform bug in anim dynamics
Fixed incorrect Actor-space calculations for simulation transforms and world vector transformations inside AnimDynamics highlighted when testing the above PR
#jira UE-48681
#3929
Change 3783638 by Benn.Gallagher
Fixed UBlendProfile properties not being correctly customized on anim nodes - and animation sequence references not being correctly filtered on anim nodes.
Change 3783660 by Danny.Bouimad
Fixing #UE-40686 Mass TranslatedMass Automated test, instead of decreasing tolrence I changed the content to preserve granularity.
Change 3783974 by Ori.Cohen
Refactor when sync components is called and how we pass the data into plugins. Simplifies how we handle physx data getting invalidated by UE4 during updates.
Also fixed crash when scene query returns a destructible component that's been destroyed, but final apex delete flush hasn't happened yet.
#jira UE-50215
Change 3784112 by Benn.Gallagher
Fixed subinstance nodes inside states failing to correctly create bridge variables on their skeleton class due to not correctly processing subgraphs in the anim blueprint compiler.
#jira UE-51000
Change 3784277 by Martin.Wilson
Fix socket name getting an appended _0
#jira UE-46625
Change 3785589 by Ori.Cohen
Fix cis
Change 3786336 by Martin.Wilson
Pushing skeleton to live link can now take source guid
-Message bus source pushes guid when sending skeleton
Change 3786778 by Martin.Wilson
Added ability for worker thread animation blueprint code to report to Message Log + added additive warning when playing an animation on an additive pose
#jira UE-49780
Change 3786847 by Martin.Wilson
Initialization and delta time for live link retargeter
#Jira UE-52112
Change 3786852 by Lina.Halper
Sequencer blending support
#jira: UE-52183
Change 3786924 by Lina.Halper
PR #4210: FIX: Incorrectly passing an unrelated bool rather than the expected pose ind. (Contributed by ruffenman)
Change 3787114 by Jurre.deBaare
Discrepancy in description of Preview Scene setting and keyboard shortcut
#fix Changed naming of the settings to match the Advanced Preview Scene panel
#jira UE-50060
Change 3787115 by Jurre.deBaare
Animation Editor Preferences do not update the preview scene
#fix Removed unused preference from PersonaOptions
#jira UE-51318
Change 3787117 by Jurre.deBaare
Off-by one error in frame time calculations
#fix Fixed up UAnimSequenceBase::GetTimeAtFrame and UAnimSequenceBase::GetFrameAtTime to return correct frame indices, similar to FAnimationRuntime::GetKeyIndicesFromTime
#jira UE-52037
Change 3787412 by Martin.Wilson
CIS Fix
Change 3787622 by Ethan.Geller
Include Google Resonance SDK.
Change 3787633 by Ethan.Geller
Promote AmibsonicsMixerPtr to FAudioDevice
Change 3788026 by Lina.Halper
Retarget source reference to soft object ptr
#jira: UE-48570
Change 3788252 by Ethan.Geller
Add blueprint functions for Resonance Global Reverb
Change 3788750 by Ethan.Geller
fix single file compile for Resonance plugin
Change 3788763 by Ethan.Geller
include IModularFeatures.h explicitly for incremental build
Change 3789108 by Martin.Wilson
Fix animations with scaled root bone generating incorrect root motion
#jira UE-52088
Change 3789642 by Martin.Wilson
Fix transition nodes from referencing the wrong state node due to non unique node guids being introduced by copy and paste
#jira UE-43891
Change 3790165 by Martin.Wilson
Fix marker sync position not being maintained across instant transitions
#jira UE-21355
Change 3790182 by Ethan.Geller
Final Resonance edits pass.
Change 3790184 by Lina.Halper
Fix issue with crash when montage is streamed out while event is queued.
https://udn.unrealengine.com/questions/404318/anim-montage-queued-montage-event-crash.html
Change 3790207 by dan.reynolds
#UE-50774 Updated AEOverviewReverb to not attempt to destroy Audio Component that has already been destroyed.
Change 3790215 by Martin.Wilson
CIS Fix
Change 3790953 by Ethan.Geller
#jira UE-53023 bypass filters when at max frequency for LPF, DC for HPF
Change 3791832 by Martin.Wilson
Don't load animations for preview tooltip in Persona
#jira UE-52118
Change 3792873 by David.Hill
Fix CIS. Remove timer from proxylod code.
Change 3793251 by David.Hill
ProxyLOD Thirdparty libs build cs files.
Update from ModuleRules.WindowsPlatform to ReadOnlyTargetRules.WindowsPlatform
-- The WindowsPlatform alias is deprecated in 4.18
Change 3793400 by Ethan.Geller
Update Resonance blueprint library to fit google naming conventions
Change 3794097 by Benn.Gallagher
Fixed clothing visualizations no longer functioning
#jira UE-52995
Change 3794250 by Danny.Bouimad
Regenerated ground truth on LODCurveLinkingTest1 and AnimatedCloth, expected change as a result of Ben fixing a bug.
Needed to update Owens cloth settings too.
Should resolve automation test CIS fails
Change 3794352 by David.Hill
ProxyLOD code:
Disable openvdb-centric warnings within the openvdb platform.h file.
C6326: Potential comparison of a constant with another constant
and add annotations
C28251: Inconsistent annotation for 'copysign'
also added a warning suppress for static analysis CA_SUPPRESS(6011) within the proxylod version of the simplifier.
Change 3794786 by Lina.Halper
Pose asset retarget source bug fix
#jira: UE-52429
Change 3794841 by Danny.Bouimad
Hopefully fixes the cloth automation CIS
Change 3795191 by Lina.Halper
Fix build issue
Change 3795486 by Ethan.Geller
re-enable android support for Oculus Audio
Change 3796162 by Danny.Bouimad
Third attempt to fix the cloth CIS error. Hopefuly this will solve it.
Change 3796311 by Martin.Wilson
Remove recompress animation from curve track actions. Allows smoother interaction on animations with slow recompress time.
#jira UE-51740
Change 3796321 by Thomas.Sarkanen
Duplicating CL 3770752 from 4.18:
Prevent crash when generating convex bodies fails
Note: speculative fix as the issue cannot be reproduced locally
#jira UE-52449 - [CrashReport] FPhysicsAssetUtils::CreateFromSkeletalMeshInternal()
Change 3797093 by Danny.Bouimad
Constrant node AnimBP Automated tests
Change 3797384 by Danny.Bouimad
Fixing CIS error caused by automated test lighting issue
Change 3800621 by Thomas.Sarkanen
Fix CIS: Shadowed variable warning
#jira UE-53253 - FMenuBuilder declaration shadows a local variable warning appears when building the editor on Linux
Change 3800690 by Danny.Bouimad
Checking in fix for CIS automation for ConstraintNode, set the screenshot tool to use BaseColor. This should fix the issue with the rendering fuzzyness
Change 3800874 by David.Hill
Clean up static analysis warnings
#jira: UE-53270
Change 3801227 by David.Hill
Allow proxylod to fail gracefully if the input mesh is way too big (e.g. sky sphere)
Added code to automatically compute the correct spatial sampling rate based on the geometry size, also allow the user to override.
#cl: UE-53155
Change 3801228 by David.Hill
UI: Mesh Proxy Dialog re-write. Make this more like MeshMerging, and share some code.
#cl UE-53155, UE-52787, UE-53106
Change 3801319 by Danny.Bouimad
Regenerated all the screen shots for the constraint tests.
Change 3801383 by Ethan.Geller
#jira UE-53311 fix additional #if PLATFORM_WINDOWS guards in Oculus Audio
Change 3801697 by Ethan.Geller
include AudioDevice.h directly to resolve FAudioDevice.
Change 3802180 by David.Hill
This should fix the Incremental UE4Editor Linux build.
Change 3802643 by David.Hill
ProxyLOD UI change. Add limits to the target screen size. They now reflect the values in the old version of the UI and the thirdparty tool.
#CL: UE-53313
Change 3802986 by Ethan.Geller
#jira UE-53330 Change vraudio to explicit library path
Change 3803448 by Danny.Bouimad
disabling constraint tests
Change 3803678 by Danny.Bouimad
#jira UE-53306 Fix
Change 3804333 by Ethan.Geller
#jira UE-53330 fix library paths for iOS on Resonance
Change 3804453 by David.Hill
Fix Shadow warning when compiling UE4Editor on linux:
FlattenedMaterials.
#CL: UE-53349
Change
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691342e35a |
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3606378)
#lockdown Nick.Penwarden #rb na Change 3604978 on 2017/08/23 by Andrew.Grant Fix for OR-42722 from 4.17 branch #!tests compiled #!rb max.chen Change 3604960 on 2017/08/23 by Andrew.Grant Proper fix for OR-43001, removed hack-around. #!tests compiled #!rb max.chen Change 3604881 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed LostReservation message in tests to info from warning. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604566 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine) Made SoakTest better able to detect failed drafts and incomplete matches #!tests ran multiple soaks and SoloAllHeroes #!rb none #!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604181 on 2017/08/23 by David.Ratti Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error. OR-42615 #!rb none #!tests pie Change 3603647 on 2017/08/22 by Laurent.Delayen AnimProxy: initialize Actor/Component transforms. #!rb none #!tests lane minion test map Change 3603343 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Added several more stats to the Card Shop stat panel. + Basic Attack Damage + Max Move Speed + Armor Penetration / Percent + Ability Penetration / Percent Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView) #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3603121 on 2017/08/22 by Laurent.Delayen Added FAnimationRuntime::LerpPosesPerBone #!rb none #!tests lane minions split body anims. Change 3603010 on 2017/08/22 by Laurent.Delayen Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing. #!rb none #!tests lane minions Change 3602574 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed linux warning #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602396 on 2017/08/22 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Updated Gauntlet log parser for new callstack format Added offline and runtime Gauntlet tests to verify error generation and parsing #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602373 on 2017/08/22 by Andrew.Grant Fixed compile error #!tests compiled #!rb none Change 3602321 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant LogAssertFailedMessage - Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug) - Moved script dumping inside GIsCritial check StaticFailDebug - Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log. - Removed log flush, was redundant - Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device OutputMultiLineCallstack - Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations) - No longer writes into the buffer to format it (!) - LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString - While writing out error information all callstack likes are prefixed with [Callstack] Added brief documentation about the order of ops for ensures/asserts/fatal logs #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602316 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line]. E.g. 0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295] #!tests ran lots of tests locally #!rb codereviewd #!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602311 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs* This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp" (*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it). #!tests run many times on Orion tests #!rb CR #!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3599823 on 2017/08/21 by Jian.Ru Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?) #!jira UE-48468,OR-42749 #!rb Daniel.Wright #!tests editor Change 3598765 on 2017/08/19 by Andrew.Grant Disable regeneration of missing cubemap data in cooked build. Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting... #!review-3598766 @daniel.lamb #!tests ran PS4 successfully #!rb none Change 3597800 on 2017/08/18 by Laurent.Delayen Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary. Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions. FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different). #!rb none #!codereview martin.wilson, lina.halper #!tests minion test lane map Change 3597332 on 2017/08/18 by Laurent.Delayen SkelMeshComponent LOD update only refreshes transforms when rendered. If AnimGraph eval is done, make sure Graph has been updated at least once. Fixes: - Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones. - Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash. #!rb martin.wilson, lina.halper #!codereview martin.wilson, lina.halper #!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected. Change 3597042 on 2017/08/18 by Daniel.Lamb Added onlinesubsystemmcp to the cooksettings blacklist. #!rb Trivial #!test none Change 3596575 on 2017/08/18 by Shaun.Kime Fixing nonunity build issues #!rb none #!tests compiled OrionGame with unity builds disabled Change 3595475 on 2017/08/17 by Andrew.Grant Fixed issue with PS4 asserts not being detected during test shutdown #!tests ran locally #!rb none Change 3595415 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added check for network failure to tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594725 on 2017/08/17 by Ben.Salem Add "Worst offenders" table and runtime to FX perf reports. #!rb adric.worley #!tests Ran a few FX Perf tests and generated reports. Change 3594195 on 2017/08/17 by Shaun.Kime Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist. #!rb none #!tests preflight'ed change, QA ran multiple soak tests Change 3594177 on 2017/08/17 by Andrew.Grant Fixed issue that was causing exceptions not to be recognized #!tests ran locally #!rb none Change 3594090 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none [CODEREVIEW] zak.middleton #!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594022 on 2017/08/17 by Laurent.Delayen SkeletalMeshComponent::InitAnim - Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state. - Do not call RefreshBoneTransforms if AnimInstance has not been initialized. - Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false. #!rb martin.wilson #!tests minion test lane map. Change 3593972 on 2017/08/17 by Chris.Bunner Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597. #!rb None #!tests Editor, -game, PC #!jira UE-48521, OR-42612 Change 3590611 on 2017/08/16 by David.Ratti Spot edigrate CL 3584203 to fix show collision crash in mono 2 #!rb none #!tests compile Change 3590452 on 2017/08/16 by Laurent.Delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none #!codereview zak.middleton Change 3590378 on 2017/08/16 by Laurent.Delayen Integrated CL #!3585145 from Main. >> Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338 Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered. Fixed auto ranged iterator. #!rb none #!tests bot match with Twinblast << Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt Added the ability to remove vertex colors from static meshes from the content browser #!rb none #!tests none #!fyi jordan.walker Change 3590026 on 2017/08/16 by Jurre.deBaare HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster #!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning #!jira OR-41584 #!rb none #!test have tested several 'error' meshes which would before prevent the user from creating a cluster, Change 3588580 on 2017/08/15 by Laurent.Delayen Fix for https://jira.it.epicgames.net/browse/OR-42755 #!rb none #!tests bot match Change 3588360 on 2017/08/15 by Charles.Anderson Phat - Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again. Change 3587983 on 2017/08/15 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up audio issue on the new dawn intro movie #!jira OR-42144 #!rb Max.Preussner #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3587746 on 2017/08/15 by Daniel.Lamb Build launcher now has option for custom test. Dumps generated buildcooktest commandline to log when using -interactive for reference. #!rb trivial #!test BuildCookTest with and without test options. Change 3587733 on 2017/08/15 by Daniel.Lamb Reenabled binned 2 stats in not shipping. #!rb Andrew.Grant #!test Paragon editor. Change 3587727 on 2017/08/15 by Daniel.Lamb Removed all the checks to help track down Texture GC issue. #!rb Trivial #!test Paragon editor Change 3584487 on 2017/08/14 by Laurent.Delayen https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives. #!rb none #!tests compiles Change 3582074 on 2017/08/11 by Laurent.Delayen TimeStretchCurve system for AnimMontages. Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling. For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated). This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate. #!rb martin.wilson #!codereview lina.halper, james.golding #!tests wukong primary attacks Change 3582063 on 2017/08/11 by Brian.Fasten Removing Monolith02_LowTest from automated builds until errors can be cleared #!codereview: daniel.lamb #!rb - none #!tests - none Change 3581229 on 2017/08/10 by Lina.Halper - Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp - Comment out issue that causes crash in the draw box #!jira: UE-48222 #!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb #!rb: Jurre.DeBaare #!tests: building HLOD as specified in the ticket, and anim blueprint graph Change 3577839 on 2017/08/08 by Daniel.Lamb Revert CL 3576931. To fix crash when generating HLOD in Monolith 2. #!rb Andrew.Grant #!test Rebuild HLOD paragon editor #!fyi Lina.Halper Change 3577684 on 2017/08/08 by Andrew.Grant Removed ensure and merged proper fix for crash from UE4/Main (3572777) #!tests #!rb none Change 3577562 on 2017/08/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Potential fix for https://jira.it.epicgames.net/browse/OR-42383 Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked. #!rb lina.halper [CODEREVIEW] lina.halper, martin.wilson #!tests bot match #!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3577358 on 2017/08/08 by Harrison.Moore Updating Colorchecker Change 3576931 on 2017/08/08 by Lina.Halper Fix for missing arrowhead of the transition on state machine graph #!rb: Nick.Darnell #!tests: editor Change 3576847 on 2017/08/08 by Jason.Bestimt #!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist) #!RB: Guillaume.Abadie #!Tests:none Change 3576794 on 2017/08/08 by Laurent.Delayen Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore. #!rb Matt.Kuhlenschmidt #!codereview Matt.Kuhlenschmidt #!tests Ghost in PIE, showdebug animation works. Change 3576302 on 2017/08/08 by Jurre.deBaare Fix for Materials get switched up while building HLODs in case the section order is different than the material order #!rb none #!tests Rebuild problematic clusters in Monolith2 #!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine) Change 3575221 on 2017/08/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 shipping #!tests compiled PS4 shipping #!rb none #!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3575165 on 2017/08/07 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp -------------------------------------- PS4 GPU time now shows correct values instead of vsync time. #!tests Ran on PS4 #!rb Luke.Thatcher #!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574408 on 2017/08/06 by Ben.Salem Switch nightly solo smoke/fx tests to have -unattended on their commandlines. #!rb none #!tests compiled. Change 3574308 on 2017/08/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include session time, MVP, and hitches on new health report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574217 on 2017/08/05 by Jeff.Williams Fixing UAT compile error #!review-3574218 @andrew.grant #!rb na #!tests na Change 3574139 on 2017/08/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3571982 for future v42 patches #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574130 on 2017/08/05 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs -------------------------------------- Non-shipping Gauntlet changes - Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :( #!tests ran locally on PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573197 on 2017/08/04 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573079 on 2017/08/04 by Andrew.Grant Removed some code that was preventing Wacom from working #!tests #!rb none Change 3572790 on 2017/08/04 by Jurre.deBaare Moving over fixes from 4.17 stream related to HLOD: "UE-47360 Non Uniform baking of HLOD materials causes texture stretching UE-47031 Generating a HLOD cluster with multiple actors that contain lods will not bake correctly" #!rb none #!tests none Change 3572663 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - copy elf files to temp dir and launch from there #!tests ran gauntlet #!rb none #!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572622 on 2017/08/04 by Jurre.deBaare Moving over: "Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped. #!rb nick.darnell #!jira UE-46919" #!tests none Change 3572428 on 2017/08/04 by Benn.Gallagher Added per-axis inertia and parent dominance settings to physics assets #!rb Thomas.Sarkanen #!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node) Change 3572142 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups #!tests none #!rb none #!ROBOMERGE-SOURCE: CL |
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25ae9b5661 |
Copying //UE4/Dev-AnimPhys to Dev-Main (//UE4/Dev-Main)
(will update this soon) #lockdown Nick.Penwarden #rb none [CL 3502661 by Ori Cohen in Main branch] |