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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change |
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Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 on 2016/11/04 by Alexis.Matte Fbx importer for static mesh, make sure that we order the materials array to follow the section order. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change |
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Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch] |
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change
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3116173d74 |
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3170086 on 2016/10/20 by Dan.Oconnor PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist) #jira UE-35454, UE-35499 Change 3175577 on 2016/10/26 by Dan.Oconnor Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes Change 3178243 on 2016/10/28 by Ryan.Rauschkolb BP Profiler: Fixed crash when profiling InputKeyEvents #jira UE-37392 Change 3178702 on 2016/10/28 by Dan.Oconnor Implement UStructProperty::GetValueTypeHashInternal #jira UE-2114 Change 3178812 on 2016/10/28 by Dan.Oconnor Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members Change 3179999 on 2016/10/31 by Ryan.Rauschkolb BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin Change 3180700 on 2016/10/31 by Dan.Oconnor Typo fix, referred to as Key, when property in question is a value type for a map Change 3181014 on 2016/11/01 by Mike.Beach Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there). #jira UE-37679 Change 3182378 on 2016/11/01 by Dan.Oconnor Correctly handle non-native structs, which are currently always hashable Change 3182440 on 2016/11/01 by Dan.Oconnor SA fix - introduced by 3178812 Change 3183764 on 2016/11/02 by Ryan.Rauschkolb Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over. #jira UE-23381 Change 3184306 on 2016/11/02 by Dan.Oconnor Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node) Change 3184310 on 2016/11/02 by Dan.Oconnor Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary. Change 3185317 on 2016/11/03 by Ryan.Rauschkolb Fixed crash when collapsing nodes Change 3185482 on 2016/11/03 by Dan.Oconnor Remove superfluous branch Change 3185493 on 2016/11/03 by Mike.Beach Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in). Change 3185501 on 2016/11/03 by Mike.Beach Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15). #jira UE-37967 Change 3186924 on 2016/11/04 by Maciej.Mroz BP nativization works with EDL. Part 1. Work n progress. Change 3188920 on 2016/11/07 by Phillip.Kavan [UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor. change summary: - modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags. #jira UE-30735 Change 3190417 on 2016/11/08 by Dan.Oconnor Unified compact node style, added icons for Set and Map library functions. #jira UE-2114 Change 3190429 on 2016/11/08 by Dan.Oconnor Shadowvariable fixes Change 3190465 on 2016/11/08 by Dan.Oconnor Test asset updates Change 3190984 on 2016/11/08 by Mike.Beach CIS fix for static analysis. Change 3191035 on 2016/11/08 by Dan.Oconnor Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this #jira UE-2114 Change 3191059 on 2016/11/08 by Dan.Oconnor UE-27728 test assets Change 3191671 on 2016/11/09 by Maciej.Mroz EDL + Nativization. Fake export for CDO. Work in progress. Change 3192327 on 2016/11/09 by Mike.Beach Fixing up CIS compiler error. Change 3192464 on 2016/11/09 by Mike.Beach More CIS fixes for static analysis. Change 3193467 on 2016/11/10 by Mike.Beach Adding a Blueprint function to get the process's commandline. Change 3193822 on 2016/11/10 by Ben.Marsh Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more. Change 3194088 on 2016/11/10 by Dan.Oconnor Disabling SA warning at this scope in order to hopefully improve messaging Change 3194222 on 2016/11/10 by Dan.Oconnor Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty [CL 3194231 by Dan Oconnor in Main branch] |
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e581ead572 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3028958 on 2016/06/27 by Ben.Woodhouse Fix for perf issue with GetSingleFinalDataConst This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent. Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini) #jira UE-26179 Change 3029401 on 2016/06/27 by Rolando.Caloca DR - More vk logging Change 3029549 on 2016/06/27 by Uriel.Doyon Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming. New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget. Fixed crash when disabling texture streaming. Fixed issue when disabling texture streaming that would make current loaded texture low res. New logic to prevent retrying to cancel a streaming request more than once. Pending load request of one extra mip will not be cancelled anymore. Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds(). #jira UE-32197 #jira UE-31102 Change 3029837 on 2016/06/27 by David.Hill Fixed Shutter SM4 not working when using compute shader eye-adaptation #jira UE-32443 The default eye adaptation value was missing. Change 3030039 on 2016/06/27 by Uriel.Doyon Fix for crash when landscape materials are used in the Texture Streaming Build. #jira UE-32196 Change 3030081 on 2016/06/27 by Uriel.Doyon Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled. Change 3030401 on 2016/06/28 by Ben.Woodhouse Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11) #jira UE-31238 Change 3030607 on 2016/06/28 by Marc.Olano Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use. Change 3030627 on 2016/06/28 by Ben.Woodhouse Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015). Change 3030809 on 2016/06/28 by Marc.Olano Noise shader function rename & perf improvement. Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips. Change 3030850 on 2016/06/28 by Marc.Olano Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match. Change 3030981 on 2016/06/28 by Rolando.Caloca DR - vk - More logging Change 3031056 on 2016/06/28 by Marc.Olano Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map Change 3031398 on 2016/06/28 by Benjamin.Hyder updating TM-Shadermodels (correcting Mt Rushmore) Change 3031441 on 2016/06/28 by Marc.Olano Use only float version of BBS shader rand function for ES2 Change 3031463 on 2016/06/28 by John.Billon Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting). #Jira UE-32020 Change 3031512 on 2016/06/28 by Zabir.Hoque Relax clear flags for DX12 RHIs. Properly flush pending commands before residency is updated. Change 3031517 on 2016/06/28 by Rolando.Caloca DR - vk logging using r.Vulkan.DumpLayer Change 3032359 on 2016/06/29 by Allan.Bentham Fix mobile shadows crash. Change 3032431 on 2016/06/29 by Gil.Gribb Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering) Change 3032757 on 2016/06/29 by Uriel.Doyon Fixed global mip bias being applied twice following integration with main. Change 3033121 on 2016/06/29 by Rolando.Caloca DR - vk - Logging Change 3033529 on 2016/06/29 by Daniel.Wright Null world guard on UReflectionCaptureComponent::ReadbackFromGPU Change 3033668 on 2016/06/29 by Uriel.Doyon Grouped texture streaming settings to simplify logic. New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias #jira UE-32118 Change 3034403 on 2016/06/30 by Rolando.Caloca DR - Shorten dumped shader debug strings Change 3034475 on 2016/06/30 by Rolando.Caloca DR - Missing logging Change 3034722 on 2016/06/30 by Uriel.Doyon Improved StreamingAccuracy viewmodes with alpha test and translucent materials #jira UE-32656 Change 3034797 on 2016/06/30 by Rolando.Caloca DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again Change 3034799 on 2016/06/30 by Rolando.Caloca DR - vk - missed file Change 3034905 on 2016/06/30 by Rolando.Caloca DR - vk - Fix for render passes being reused with wrong dimensions Change 3035503 on 2016/07/01 by Simon.Tovey Async compute version of translucency lighting volume clear. Change 3035577 on 2016/07/01 by Marc.Olano Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture. Change 3035587 on 2016/07/01 by Ben.Woodhouse Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait) #jira UE-32709 Change 3035618 on 2016/07/01 by Olaf.Piesche Asset fixes Change 3035692 on 2016/07/01 by Rolando.Caloca DR - vk - Deferred deletion queue Change 3035808 on 2016/07/01 by Rolando.Caloca DR - vk - Stat for deletion time, fixed some logging Change 3036012 on 2016/07/01 by John.Billon Alpha Coverage Preservation -Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation. #Jira UE-31986 Change 3036041 on 2016/07/01 by Rolando.Caloca DR - vk - Fix for 32bit Change 3036433 on 2016/07/01 by Rolando.Caloca DR - More vk logging Change 3036935 on 2016/07/04 by Simon.Tovey Removing Data Objects Change 3036942 on 2016/07/04 by Ben.Woodhouse Fix for decal rendering resource leak The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it. The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets. #jira UE-32602 Change 3037563 on 2016/07/05 by Chris.Bunner HLOD self-shadowing in baked lighting fix. Change 3037640 on 2016/07/05 by Marcus.Wassmer Fix bug in USE_GPU_OVERWRITE_CHECKING Change 3037927 on 2016/07/05 by Rolando.Caloca DR - Fix touch pads not showing on Vulkan #jira UE-32062 Change 3038085 on 2016/07/05 by Chris.Bunner HLOD dynamic shadowing support. #jira UE-22627 Change 3038209 on 2016/07/05 by Rolando.Caloca DR - vk - Android compile fix Change 3038644 on 2016/07/05 by Uriel.Doyon Added LerpRange that allows to lerp between two rotators without taking the sortest path. Change 3038820 on 2016/07/05 by Uriel.Doyon Selecting streaming accuracy view modes will not automatically generate missing visualization data. Change 3039332 on 2016/07/06 by John.Billon -Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem. #Jira UE-31710 Change 3039454 on 2016/07/06 by Simon.Tovey Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times. Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined. Plus a few other edits to remove Curves/DataObjects that I missed in last CL. Change 3039517 on 2016/07/06 by Gil.Gribb Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering) Change 3039587 on 2016/07/06 by Rolando.Caloca DR - vk logging, submit counter Change 3039603 on 2016/07/06 by Rolando.Caloca DR - Allow more samplers on GL4 #jira UE-32628 #jira UE-32744 Change 3039661 on 2016/07/06 by Daniel.Wright Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0' Skylight occlusion tint now applies to specular Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor Change 3039960 on 2016/07/06 by Daniel.Wright Forward renderer initial implementation * Point and spot lights are culled to a frustum space grid, base pass loops over culled lights. * Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass. * New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize * A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth. * Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping. * GBuffer render targets are still allocated * Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly * Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path * Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures Change 3040050 on 2016/07/06 by Daniel.Wright Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps Change 3040160 on 2016/07/06 by Daniel.Wright Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space Change 3040163 on 2016/07/06 by Rolando.Caloca DR - vk - More logging Change 3040257 on 2016/07/06 by Daniel.Wright Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early Change 3040316 on 2016/07/06 by Daniel.Wright PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee Change 3040361 on 2016/07/06 by Daniel.Wright Fixed TexCreate_UAV being used on translucency volume textures in SM4 Change 3040402 on 2016/07/06 by Rolando.Caloca DR - vk - Make host mem accesses coherent Change 3040486 on 2016/07/06 by Daniel.Wright CIS fixes Change 3041028 on 2016/07/07 by Gil.Gribb Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering) Change 3041235 on 2016/07/07 by Simon.Tovey Compile fix for FName conflict on UProperty (hopefully). Change 3041666 on 2016/07/07 by Daniel.Wright Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume Change 3041731 on 2016/07/07 by Olaf.Piesche Adding Niagara to dynamically loaded module list; should fix UE-32915 Change 3042181 on 2016/07/07 by Daniel.Wright CIS fix [CL 3045471 by Gil Gribb in Main branch] |
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Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2926658
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman #codereview John.Abercrombie Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2910454 on 2016/03/15 by Zak.Middleton #ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps. #rb Jeff.Farris #jira UE-24327 UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html Change 2910548 on 2016/03/15 by Zak.Middleton #ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance. Change 2912311 on 2016/03/16 by Marc.Audy Properly handle overlaps in C++ in documentation code and UE4 to Unity doc #rb Martin.Wilson Change 2913086 on 2016/03/17 by Marc.Audy Adding ability to have 9 parameters to a dynamic delegate Change 2913101 on 2016/03/17 by Marc.Audy Fix some of the loctext error messages Change 2913102 on 2016/03/17 by Thomas.Sarkanen Console usability improvements Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden. To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key. This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables. Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for Allow cycling through console commands with the tab key Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region Show the currently selected autocomplete entry faded out behind the user's typed input Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line Left-justify command descriptions in the console autocompletion box Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate Make the console input, history and autocomplete colours user configurable Add console background transparency. Configurable, set to 15% by default Add missing closing quote to the console dump HTML template #github #2061: Console usability improvements from Mattiwatti Change 2913104 on 2016/03/17 by Thomas.Sarkanen Added indicator displayed on animation nodes when they use the 'fast path' Added checkbox that can be used to audit Blueprint fast-path usage. Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path. #doc Also added documentation tooltips and UDN doc files/images for the fast path systems. #jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access #rb Martin.Wilson Change 2913306 on 2016/03/17 by Marc.Audy Cleaning up GetResourceSize - Made many call Super::GetResourceSize - Removed trivial implementations - Fixed HierarchicalInstanceStaticMeshComponent double counting an array Change 2913535 on 2016/03/17 by Lukasz.Furman fixed broken behavior tree graph data after subnode undo #ue4 UE-28198 Change 2913608 on 2016/03/17 by Lukasz.Furman fixed behavior tree execution indices after undoing move in editor #ue4 UE-26705 Change 2913847 on 2016/03/17 by Lukasz.Furman added new automation test for UE-28309 #ue4 Change 2913849 on 2016/03/17 by Lukasz.Furman fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call #ue4 UE-28309 Change 2913895 on 2016/03/17 by Marc.Audy Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one Fixed up all C++ uses of these delegates #jira UE-23122 #rb Zak.Middleton Change 2914743 on 2016/03/18 by Thomas.Sarkanen Editing of primitive data in PhAT [CL 2926677 by Marc Audy in Main branch] |
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Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2865817 on 2016/02/12 by Mike.Beach
Handling deferred (cyclic) dependency issues that arrise from imports not found within the linker's ImportMap (imports loaded from config files and UProperty::ImportText).
#jira UE-26756
#codereview Robert.Manuszewski
Change 2866282 on 2016/02/13 by Maciej.Mroz
Blueprint C++ Conversion:
- Added CustomDynamicClassInitialization meta data and function
- References to other converted fields are gathered before CDO is created (it solves many dependencies)
#codereview Robert.Manuszewski
Change 2867921 on 2016/02/15 by Mike.Beach
Fixing (CIS error) typo - Accidently assigning uninitialized variable to itself.
Change 2867970 on 2016/02/15 by Mike.Beach
Removing "static" keyword on template specializations (CIS error).
Change 2868401 on 2016/02/16 by Maciej.Mroz
TBaseStructure for more noexport structures
Change 2868404 on 2016/02/16 by Maciej.Mroz
Blueprint C++ Conversion:
- Fixed some issues related to NOEXPORT structures
- Added FEmitDefaultValueHelper::SpecialStructureConstructor
Change 2868461 on 2016/02/16 by Maciej.Mroz
Blueprint C++ Conversion:
- Fixed component initialization in actors, based on a DynamicClass
Change 2868481 on 2016/02/16 by Maciej.Mroz
Blueprint C++ Conversion: (Work in progress.)
In BPGC templates cor SCS components are owned by the class. In DynamicClass the templates are owned by CDO. It requires to update the import path, when a component template is referenced by an extern object.
#codereview Robert.Manuszewski, Dan.Oconnor
Change 2868769 on 2016/02/16 by Maciej.Mroz
Improved parsing for multi-parameter AutoCreateRefTerm meta data
Change
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Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947)
========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch] |
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44cb18a444 |
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell [CL 2842166 by Mike Beach in Main branch] |
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c597ad4ba9 |
Branch snapshot for CL 2842139
[CL 2842139 in Main branch] |
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ea171c613e |
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806214 on 2015/12/16 by Michael.Schoell Connection draw policy refactored into a factory system. PR#1663 #jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system Change 2806845 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed varioaus problem. Some limitations of included header list were reverted :( Any compilation-time optimization are premature (as far as Orion cannot be compiled). #codereview Dan.Oconnor Change 2806892 on 2015/12/17 by Maciej.Mroz Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler." Change 2807020 on 2015/12/17 by Michael.Schoell Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow. Change 2807639 on 2015/12/17 by Maciej.Mroz BP C++ conversion: Fix for const-correctness. Included generated headers in structs. Change 2807880 on 2015/12/17 by Mike.Beach PR #1865 : Render Kismet graph pin color box with alpha https://github.com/EpicGames/UnrealEngine/pull/1865 #github 1865 #1865 #jira UE-23863 Change 2808538 on 2015/12/18 by Maciej.Mroz Workaround for UE-24467. Some corrupted files can be opened and fixed. #codereivew Dan.Oconnor, Michael.Schoell Change 2808540 on 2015/12/18 by Maciej.Mroz BP C++ conversion: fixed const-correctness related issues Change 2809333 on 2015/12/18 by Phillip.Kavan [UE-23452] SCS/UCS component instancing optimizations change summary: - added FArchive::FCustomPropertyListNode - modified various parts of serialization code to accomodate custom property lists - added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass Change 2810216 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: - Fixed Compiler Error C2026 (too big string) - Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added. - Fixed bunch of problems with TEnumAsByte - Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit - Fixed int -> bool conversion #codereview Mike.Beach, Dan.Oconnor, Steve.Robb Change 2810397 on 2015/12/21 by Maciej.Mroz Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string) Change 2810638 on 2015/12/21 by Dan.Oconnor Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats. Change 2811038 on 2015/12/22 by Phillip.Kavan [UE-23452] Fix uninitialized variables in cooked component data. - should eliminate crashes introduced by last change Change 2811054 on 2015/12/22 by Phillip.Kavan [UE-23452] Additional fix for uninitialized USTRUCT property. Change 2811254 on 2015/12/22 by Dan.Oconnor More script function detail in stats Change 2811325 on 2015/12/22 by Maciej.Mroz Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list #codereview Dan.Oconnor Change 2812316 on 2015/12/24 by Michael.Schoell Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding. Tests Include: Verification that functions take and can modify by-ref values. ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't). More MegaArray tests. Change 2812318 on 2015/12/24 by Michael.Schoell Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph. Change 2813179 on 2015/12/29 by Michael.Schoell When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type. Change 2813435 on 2015/12/30 by Michael.Schoell Submitting by-value/by-ref testing BP with more tests: More "Set Members..." tests to catch edge cases. More Array tests. Change 2813441 on 2015/12/30 by Michael.Schoell |
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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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817c6018b5 |
Graph Editor: Allowed graph nodes a chance to create a custom SGraphNode visual representation without having to manually register a factory (override the new method CreateVisualWidget)
[CL 2606948 by Michael Noland in Main branch] |
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dd3c13654b |
UE-14387 Support for AssetPtr references in Blueprints
Early version: - New BP types: Asset and AssetClass - Now implicit conversion (in Blueprint) from Asset to Object - Explicit conversion node: K2Node_ConvertAsset - EX_AssetConst script instruction to store StringAssetReference in bytecode. #codereview Nick.Whiting, Mike.Beach [CL 2553506 by Maciej Mroz in Main branch] |
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94197986df |
GetBaseStructure was replaced with TBaseStructure<>::Get()
Related to: https://udn.unrealengine.com/questions/244398/blueprint-struct-with-vector-member-crashes-editor.html #codereview Robert.Manuszewski, Jaroslaw.Palczynski, Nick.Whiting [CL 2538645 by Maciej Mroz in Main branch] |
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bebc65d89f |
Graph Editor: Split out SGraphPinInteger from SGraphPinNum to push schema checking into the NodeFactory where it belongs
- Fixed SGraphPinNum::Construct skipping its direct parent [CL 2485418 by Michael Noland in Main branch] |
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adecd4aaad |
UHT: Allows defining multiple UCLASSes in one header file.
[CL 2412156 by Jaroslaw Palczynski in Main branch] |
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e6d04275b7 |
Niagara: various changes, fixes, and optimizations; first pass data objects (for buffer access, curves, etc.), to be enabled when niagara is in its own module (Curve data object sample currently always returns (1,0,0,1)).
[CL 2401041 by Olaf Piesche 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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e31e058285 |
Collision traces by profile
* Added ability to do collision traces using a collision profile instead of a trace channel and response params. The UWorld trace functions are the same except they end with "ByProfile" (ex. SweepSingleByProfile).
* Added a custom detail widget that allows collision profiles to be set as BP properties.
* Added a custom graph pin widget for setting collision profiles as pins on a node. It also supports the property being set to expose on spawn.
* Added FCollisionProfileName struct. This is a BlueprintType used by the custom widgets.
* Made the custom widgets work with profile redirects. The property will be fixed up next time the BP is compiled.
* Registered a custom setter for FCollisionProfileName pin to work when set to expose on spawn.
#codereview David.Ratti, Lina.Halper
[CL
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a95ef28928 |
Improvements to NiagaraCompiler and VM.
- Support for Matrix and scalar ops. - Constant handling improved to support saclars and matrices. Also reduced constant table to only constants being used. (Matrix and scalar attributes still to do.) - Refactored compiler to separate the VM from UnrealEd and allow future compilers for compute etc. - Reduced temp register usage. - Improved output attriubte writing. - Improved support for tooltips / descriptions and other UI niceties for Niagara Ops. - Support for VectorVM ops with 4 operands. - Refactored VM to be neater and fixed a few bugs that were caused by the mess and code duplication. - New VM ops for splatting, shuffling and streaming output. - Fixed a few bugs in the UI Node code. #reviewedby Olaf.Piesche [CL 2331268 by Simon Tovey in Main branch] |
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9a04dea5bd |
Layered blend per bone starts with 2 poses by default and has an add pin button
#TTP 308411 - Animation Blueprint: Layered blend per bone should have 2 blends by default, and should have ADD PIN button like regular blueprints [CL 2315863 by Martin Wilson in Main branch] |
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413f955c2c |
DataTable/CurveTable Blueprint nodes: Drop down box for selecting row name
Remove requirement for blueprint node name pins to be non-numeric values (this requirement seems to no longer be present in other areas of the engine) Modified SGraphPinNameList to use new SNameComboBox class [CL 2266949 by Joe Conley in Main branch] |