Commit Graph

14118 Commits

Author SHA1 Message Date
christopher waters
15bc726977 Adding Barycentrics support checks
- 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]
2023-11-16 00:28:03 -05:00
zousar shaker
922be064fe Downgrade warning severity messages to display severity when we are unable to reach a remote zenserver (as opposed to a local one).
#rb Devin.Doucette

[CL 29761186 by zousar shaker in ue5-main branch]
2023-11-15 17:17:29 -05:00
paul chipchase
cffa31070e Allow the VA failed payload pull dialog to be displayed if the pull occurred when generating content browser thumbnails.
#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]
2023-11-15 10:51:51 -05:00
andrew phillips
37b1be6d1d Patching softpaths
#rb Francis.Hurteau


#ushell-cherrypick of 29364068 by andrew.phillips

[CL 29741678 by andrew phillips in ue5-main branch]
2023-11-15 04:52:12 -05:00
zousar shaker
6d67757420 Restore the printing of the response body when an unexpected error is received, but now with consideration for the content type of the response.
#rb Devin.Doucette
#okfogithub public

[CL 29729528 by zousar shaker in ue5-main branch]
2023-11-14 18:20:37 -05:00
daniele vettorel
1baceeffbf Bump PC SM6 and SM5 GUIDs.
[CL 29723661 by daniele vettorel in ue5-main branch]
2023-11-14 15:34:43 -05:00
daniele vettorel
b7da497a83 Fix merge error
[CL 29723250 by daniele vettorel in ue5-main branch]
2023-11-14 15:22:04 -05:00
daniele vettorel
e39770acde Support exporting shader symbols info for PC D3D_SM6 shaders.
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]
2023-11-14 15:18:29 -05:00
christopher fiala
d5ec52b3cc Add a new CVar, Automation.LightweightStereoTestVariants, which stops variants from running if we've already encounted an error, and skips saving/attaching screenshots for successful variants to save space. Enabled by default. Also moves the "Supports Stereo Test Variants" checkbox to the "Screenshot" section.
#jira UE-194361
#rb jerome.delattre, chris.constantinescu

[CL 29718813 by christopher fiala in ue5-main branch]
2023-11-14 13:31:30 -05:00
joakim lindqvist
bf3f772a3e DDC Http Store - Added ability to configure AuthScheme (defaulting to JWTBearer as before) and the ability to directly specify a auth token. This can be used to run with the ServiceAccount scheme in Cloud DDC which we intend to use for getting onboarded quicker by licensees (it is not a recommended approch to use for wider deployments across teams).
#rb Zousar.Shaker

[CL 29716236 by joakim lindqvist in ue5-main branch]
2023-11-14 12:05:35 -05:00
marc audy
d2eef2ac23 Properly disable 510 for UE_LOG
Fix/silence handful of additional warnings
#rnx

[CL 29707387 by marc audy in ue5-main branch]
2023-11-14 02:24:24 -05:00
marc audy
399bcf9971 Disable PVS warning V758
Silence V570 false positives for bit field assignments
Silence various other PVS warnings
#rnx

[CL 29706746 by marc audy in ue5-main branch]
2023-11-14 00:29:43 -05:00
steve robb
0bbd5e4d69 Fixed deprecated FString constructors.
#rb james.hopkin

[CL 29690489 by steve robb in ue5-main branch]
2023-11-13 14:15:15 -05:00
benoit deschenes
a643c768a8 [Atom - GeometryProcessing] Adding a FilterLODLevel option to FBaseMeshInstance for completely culling meshes past a certain LOD level.
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]
2023-11-13 13:43:56 -05:00
ionut matasaru
4b892fafa0 [Insights]
- 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]
2023-11-13 13:31:05 -05:00
yoan stamant
82ae855d85 [BehaviorTree] prevent ForceSuccess decorator from affecting node results from unrelated nodes. Should only modify result if associated task or composite node fails.
#rb mieszko.zielinski
#rb maxime.mercier

[CL 29685340 by yoan stamant in ue5-main branch]
2023-11-13 11:19:57 -05:00
zousar shaker
e7e4572e95 Restoring the previous rate limit on the jupiter client, and specifically disabling the rate limit for operations in the PUT queue.
[FYI] devin.doucette

[CL 29674526 by zousar shaker in ue5-main branch]
2023-11-11 18:56:10 -05:00
zousar shaker
c5c124a279 Reduce frequency of "partial put" operations where we put a ref but not the blobs it refers to because of either a 502 "Bad Gateway" response, or because we experience an "operation too slow" condition.
#rb devin.doucette

[CL 29656642 by zousar shaker in ue5-main branch]
2023-11-10 17:01:43 -05:00
wouter burgers
2c9f7f0ffd SourceControl: Fixed crash when reverting a newly added level file along with a world reload that that causes the editor to crash.
#rb manuel.lang, marco.anastasi, patrick.enfedaque
[REVIEW]
#rnx

[CL 29641486 by wouter burgers in ue5-main branch]
2023-11-10 10:59:45 -05:00
wouter burgers
0aab06c19d SourceControl: Fixed world not reloading when an external object is reverted.
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]
2023-11-10 10:15:17 -05:00
wouter burgers
c9c7215f18 SourceControl: Fixed world not reloading when a deleted external object is reverted (when it is not in memory anymore).
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]
2023-11-10 08:20:14 -05:00
zousar shaker
3dd1d6493a Change certain messages relating to PUTting data into jupiter from Log verbosity to Display verbosity.
[CL 29633571 by zousar shaker in ue5-main branch]
2023-11-10 02:27:01 -05:00
christopher waters
ceded8a2b5 Reworking D3D Shader Format support checks
- 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]
2023-11-10 01:03:12 -05:00
josh adams
92f54ebbbc - Worked around crash in shader preprocessor on mac
#rb Jason.Hoerner

[CL 29612445 by josh adams in ue5-main branch]
2023-11-09 17:28:23 -05:00
jamie dale
34b7f7f843 Reduced UGC localization log spam when the export is a success
[FYI] Dave.Belanger
#rnx

[CL 29604167 by jamie dale in ue5-main branch]
2023-11-09 14:05:28 -05:00