Enabled overloads of Max() and Min() with mixed signed integral arguments (promoting to largest type). Unsigned are not allowed to implicitly mix.
Added explicit overload of Clamp(int64, int32, int32) => int64 to allow for easier upgrades, and once type truncation warnings are enabled in more modules they can be evaluated per-case.
#jira UE-124808
#preflight 6297a9b0e809e387be231e60
#rb Andy.Davidson
[CL 20456547 by Zak Middleton in ue5-main branch]
even though ASTC could encode other values of A, still clamp as if it was BC6H for consistency
now all compressed HDR formats should clamp the same way that Oodle Texture currently does
#preflight 6296556c452ffe576a816993
#rb fabian.giesen
[CL 20440882 by charles bloom in ue5-main branch]
Moved Math forward declarations from CoreFwd.h to Math/MathFwd.h
#rb steve.robb
#preflight 62837df43c1cdc59e2b07dd5
[CL 20240602 by Andrew Davidson in ue5-main branch]
* Brushes or rotated volumes were including more actors than they should have
#rb jeanfrancois.dube
#jira none
#preflight 62824c41734d06577025f099
[CL 20222727 by Sebastien Lussier in ue5-main branch]
AIGraph::UpdateClassData: Fix incorrect recursive child call: call needs to be made on the child not on the current node.
From PR #8466 submitted by LindyHopperGT.
#rb Josh.Adams
#rnx
#preflight 627bb7842d678960301025a0
[CL 20150316 by Matt Peters in ue5-main branch]
#jira UE-151249
#rb Zak.Middleton
#ushell-cherrypick of 20130528 by dmytro.vovk
#preflight 627ae02e68422389764e57c5
[CL 20131539 by dmytro vovk in ue5-main branch]
In the Shirring Test (in development editor), the Bending Constraints change drops the single iteration BendingApply from 2.1ms --> 350us. For reference, Bending Springs (with ISPC) are about 150us.
For XPBDSpringConstraints, there is no way to enable XPBD from the UI, so this does not affect existing behavior, but I use XPBD for testing high res cloth, so the ISPC XPBD speedups are important there.
This also includes code for using PhysicsParallelFor (following other parallel constraint examples). This is significantly slower than ISPC on PC (similar to other cloth constraints). I don't know if this would be better on other platforms, but the default is to use ISPC (following same convention as other cloth constraints).
#preflight 6271affa2f4fb6234ec50446
#rb kriss.gossart
[CL 20034474 by Alex McAdams in ue5-main branch]
Given that the second argument is always 360, we can remove some tests for bad ranges of input and use simple truncation/multiplication to compute the result, while retaining good accuracy within reasonable FRotator input value ranges.
#jira UE-129730
#preflight 62699851f97c319beba69337
#rb Dmytro.Vovk
[CL 19947858 by Zak Middleton in ue5-main branch]