- Adding EShaderCodeFeatures::Barycentrics
- Adding GRHIGlobals.SupportsBarycentricsSemantic
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsIntrinsics to control COMPILER_SUPPORTS_BARYCENTRIC_INTRINSICS
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsSemantic to control PLATFORM_SUPPORTS_BARYCENTRICS_SEMANTIC
#jira UE-193429
#rb graham.wihlidal, mihnea.balta
[CL 29771745 by christopher waters in ue5-main branch]
#rb Per.Larsson
#rnx
- When generating content browser thumnails GIsRunningUnattendedScript will be set to true which prevents us from showing the VA payload pull failed dialog, so if a payload does fail during thumbnail generation the process will just terminate rather than asking the user if they would like to retry the operation.
- We no longer consider 'GIsRunningUnattendedScript' when checking if the process is interactive.
- If the dialog is being displayed from the GameThread we can force GIsRunningUnattendedScript to false safely allowing the dialog to be displayed. If we fail a payload pull on a background thread while the GameThread is generating a thumbnail we will not be able to safely change GIsRunningUnattendedScript (which does not have proper thread guarding) so we will just have to accept that the dialog will fail to show and the process will terminate.
[CL 29747059 by paul chipchase in ue5-main branch]
The PDB name is either retrieved from the PDB blob part of DXC's output, or is generated using the shader hash that DXC reports even when no PDB is requested. We don't export PDBs because it would result in duplicate data as we use embedded PDBs.
#rb christopher.waters, Laura.Hermanns
[CL 29723169 by daniele vettorel in ue5-main branch]
The FOptions::FilterDecorativePartsLODLevel is too broad and doesn't allow to only remove certain instances of meshes on a specific LOD i.e:. Some meshes can be optimized by replacing multiple mesh instances on lower LOD with a single custom mesh (Atom fake underside optimization).
#jira UE-200222
#rb Ryan.Schmidt
[CL 29689640 by benoit deschenes in ue5-main branch]
- Tree Views: Added message for cases where an async op (sorting, filtering, grouping) is canceled and tree is updating (meanwhile showing an empty table).
- MemoryInsights / Allocs Table: Fixed "Asset (Package)" preset to use "path" breakdown by package (not by asset name).
- MemoryInsights / Allocs Table: Added grouping by Package (unique values) to "Asset Class" preset.
- MemoryInsights / Allocs Table: Fixed "inverted callstack" grouping to skip filtered frames no matter if the "grouping by function" option is on or off.
#rb Catalin.Dragoiu
[CL 29689267 by ionut matasaru in ue5-main branch]
The existing code was specific to external Actors, but there are also external Objects, such as the folders created in the SceneOutliner. Previously, creating a folder in the SceneOutliner, saving it and reverting it would not trigger a world reload, incorrectly keeping the folder visible in the SceneOutliner.
#rb manuel.lang, marco.anastasi, patrick.enfedaque
#rnx
[CL 29639562 by wouter burgers in ue5-main branch]
The existing code was specific to external Actors, but there are also external Objects, such as the folders created in the SceneOutliner. Previously, deleting a folder in the SceneOutliner, saving it, restarting the editor and reverting it would not trigger a world reload, incorrectly not showing the folder in the SceneOutliner.
#rb manuel.lang, marco.anastasi, patrick.enfedaque
#rnx
[CL 29637474 by wouter burgers in ue5-main branch]
- ELanguage and Input flags were being used inconsistently to determine defines and shader profiles to use.
- ED3DShaderModel now communicates the exact shader model to use to the FXC and DXC backends.
- Moved all D3D custom definitions to ModifyShaderCompilerInput
- D3D definitions have been fixed to be based on specific needs of input flags. ie- "PLATFORM_MAX_SAMPLERS" doesn't imply that wave operations are wanted/supported.
#jira UE-199838
#rb laura.hermanns, michael.wanderson
[CL 29632531 by christopher waters in ue5-main branch]