#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948319 on 2016/04/19 by Nick.Shin
update zlib to v1.2.8
part 1 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2948661 on 2016/04/19 by Nick.Shin
keep using old zlibs until they are recompiled with the newer version
Change 2948737 on 2016/04/19 by Nick.Shin
build warning fix
Change 2949334 on 2016/04/20 by Nick.Shin
fix library path
for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...
Change 2951556 on 2016/04/21 by Nick.Shin
static libs double checked
#jira UE-29674 - Editor fails to open in Dev-Platform
Change 2951559 on 2016/04/21 by Nick.Shin
static libs double checked
forgot these files - they were in another changelist
#jira UE-29674 - Editor fails to open in Dev-Platform
Change 2952411 on 2016/04/22 by Nick.Shin
add win32 build targets for zlib openssl libcurl libwebsockets
part 1 of 2: these are the C# build scripts
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3118163 on 2016/09/08 by Josh.Adams
perm test 2, not a useful file at all
Change 3121142 on 2016/09/12 by Daniel.Lamb
Attempt to fix deterministic cooking issue for particlelodlevel.
Ensure the spawn module has had postload called on it before using.
#test Paragon cook
Change 3121150 on 2016/09/12 by Daniel.Lamb
Added warning logs to help track down issue UE-33453.
Change 3121201 on 2016/09/12 by Keith.Judge
Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.
Change 3121302 on 2016/09/12 by Joe.Graf
Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors
Change 3121379 on 2016/09/12 by Dmitry.Rekman
Linux: only link libraries that export needed symbols (UE-35720).
- Fixes very long startup times of modular builds.
- Includes PR #2778 by slonopotamus.
#jira UE-35720
Change 3121383 on 2016/09/12 by Dmitry.Rekman
Linux: added some missing _API declarations on symbols used externally.
- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).
Change 3121456 on 2016/09/12 by Daniel.Lamb
Attempt to fix deterministic cooking issue for particlelodlevel.
Ensure the spawn module has had postload called on it before using.
#test Paragon cook
Change 3122939 on 2016/09/13 by Luke.Thatcher
[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
- Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.
Change 3123040 on 2016/09/13 by Brent.Pease
+ Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.
Change 3123664 on 2016/09/13 by Nick.Shin
this was originally checked into: release 4.13.1
bringing here to dev-platform
-- original submit comments --
first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"
next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop
jira UE-35363 - Huge game window when launching onto Safari 9.1.2
Change 3125282 on 2016/09/14 by Michael.Trepka
Fixed iOS and tvOS code indexing in Xcode project
Change 3126812 on 2016/09/15 by Josh.Adams
Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
- Added Parse function to JsonObject.cs to be able to parse a string
- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
- Renamed a UT copy of a global function to not linker-conflict
- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.
Change 3126842 on 2016/09/15 by Michael.Trepka
Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.
Change 3126956 on 2016/09/15 by Michael.Trepka
Added support for compiling Vulkan shaders for Android on Mac
Change 3127206 on 2016/09/15 by Michael.Trepka
PR #2604: Remove some warnings. (Contributed by reapazor)
Change 3127324 on 2016/09/15 by Michael.Trepka
Allow third party dylibs on Mac to be loaded from plugin subfolders
Change 3127924 on 2016/09/16 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3128369 on 2016/09/16 by Nick.Shin
zlib 1.2.8
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128377 on 2016/09/16 by Nick.Shin
openssl 1_0_2h
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128383 on 2016/09/16 by Nick.Shin
libcurl 7_48_0
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128384 on 2016/09/16 by Nick.Shin
libwebsockets 1.7.4
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128464 on 2016/09/16 by Nick.Shin
webRTC rev.12643
NOTE: VS2015
- only Win64 is available
- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment
NOTE: VS2013
- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways
FUTURE NOTE:
- will continue to try to get VS2015 Win32 functional
- and am working on trying to get VS2013 tested
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128500 on 2016/09/16 by Nick.Shin
zlib 1.2.8 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128504 on 2016/09/16 by Nick.Shin
openssl 1_0_2h - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128506 on 2016/09/16 by Nick.Shin
libcurl 7_48_0 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128508 on 2016/09/16 by Nick.Shin
libwebsockets 1.7.4 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128513 on 2016/09/16 by Nick.Shin
webRTC rev.12643 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128602 on 2016/09/16 by Nick.Shin
webRTC rev.9862 - Win64 VS2013
NOTE:
- not tested (i'm working on getting a VS2013 pro license)
- checking in for testing purposes
WARNING:
- VS2013 is no longer supported by webRTC latest
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128605 on 2016/09/16 by Nick.Shin
re-enabling updated ThirdParySoftware libs:
- zlib (v.1.2.8)
- openssl (1.0.2h)
- libcurl (7_48_0)
- libwebsocket (v.1.7.4)
- webRTC (rev.12643)
to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...
Change 3128651 on 2016/09/16 by Nick.Shin
fix Win32 build error from CL: #3128605
Change 3128704 on 2016/09/16 by Nick.Shin
fix Win32 build error from CL: #3128605 - this time actually compiling it...
Change 3128825 on 2016/09/16 by Dmitry.Rekman
Linux: proper fix for too slow startup times (UE-35967).
- Pull request #2793 by slonopotamus.
- Now without stripping dependencies on libraries specified before.
- Contains a work around for ld bug <2.25.
Change 3128972 on 2016/09/16 by Nick.Shin
fix to local build error.
Change 3129283 on 2016/09/16 by Brent.Pease
+ Add Android local notification support based on existing system used for iOS
+ Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release
Change 3129494 on 2016/09/17 by Nick.Shin
fix CIS build errors
Change 3129503 on 2016/09/17 by Dmitry.Rekman
Fix Linux build (case sensitivity issue).
Change 3129514 on 2016/09/17 by Nick.Shin
fix CIS build errors for consoles - missing zlib include path
special thanks to Dmitry.Rekman for pointing me in the right direction
Change 3129647 on 2016/09/17 by Dmitry.Rekman
Linux: fix non-unity build.
Change 3131043 on 2016/09/19 by Nick.Shin
archiving build instructions/steps when building:
- zlib (v.1.2.8)
win: #3128369
osx: #3128500
- openssl (1.0.2h)
win: #3128377
osx: #3128504
- libcurl (7_48_0)
win: #3128383
osx: #3128506
- libwebsocket (v.1.7.4)
win: #3128384
osx: #3128508
- webRTC
win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
osx: #3128513
Change 3132801 on 2016/09/20 by Dmitry.Rekman
Linux: support specifying default OpenGL version via configs (UE-34777).
- The first targeted RHI is going to be used.
Change 3132905 on 2016/09/20 by Josh.Adams
- Fixed up some paths with the WolfPlat rename
Change 3133148 on 2016/09/20 by Josh.Adams
- Only show UT EULA if PLATFORM_DESKTOP
Change 3133152 on 2016/09/20 by Josh.Adams
- Beginning support for applets. Disabled unless you have a special SDK with applet support.
Change 3133169 on 2016/09/20 by Josh.Adams
- Fixed issue with Wolf access but no SDK installed
Change 3133344 on 2016/09/20 by Daniel.Lamb
Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
Added new flag to limit number of concurrent shader compiles.
#test Cook QAGame, Cook Paragon
Change 3133345 on 2016/09/20 by Daniel.Lamb
FRedirectCollector collects string asset references all the time when running the editor.
#test Cook paragon cook QAGame.
Change 3133852 on 2016/09/21 by Luke.Thatcher
[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.
Change 3133875 on 2016/09/21 by Luke.Thatcher
[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)
Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick
Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.
Change 3134544 on 2016/09/21 by Josh.Adams
- Reduced UT textures for Wolf
Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick
FPS4Time::SystemTime now calculates the local machine time, instead of UTC.
#jira UE-35170
Change 3135036 on 2016/09/21 by Michael.Trepka
Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process
Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick
GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32
Change 3135292 on 2016/09/21 by Jeff.Campeau
Change include order to favor the XDK edition specific headers where available.
Change 3136414 on 2016/09/22 by Josh.Adams
- Fixed a checkf() that had the case reversed
#jira ue-36311
Change 3137082 on 2016/09/22 by Dmitry.Rekman
Added support for Linux installed builds to 4.14
Change 3137220 on 2016/09/22 by Dmitry.Rekman
Linux: do not rebuild hlslcc on each setup.
- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.
Change 3137227 on 2016/09/22 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3137259 on 2016/09/22 by Dmitry.Rekman
Linux installed build: fix CIS (missed one .csproj)
Change 3137290 on 2016/09/22 by Dmitry.Rekman
Linux installed builds: fix for the resulting directory.
Change 3137291 on 2016/09/22 by Chris.Babcock
Restore texture filtering mode properly when movie played on Android
#jira UE-36342
#ue4
#android
Change 3137376 on 2016/09/22 by Dmitry.Rekman
Linux: re-enabled crash handler stack smash protection.
- Race condition in FRunnableThreadPThread has been previously fixed.
Change 3138498 on 2016/09/23 by Dmitry.Rekman
Linux: add missed package for installed builds.
- mono-devel package for resgen2.
Change 3138523 on 2016/09/23 by Dmitry.Rekman
Linux: Update hlslcc now that we're not rebuilding it each time.
Change 3138658 on 2016/09/23 by Josh.Adams
- Moved UT's Social Plugin into NotForLicensees
Change 3139042 on 2016/09/23 by Dmitry.Rekman
Linux: more robust check of installed packages.
- Also added mono-devel to the list of packages installed on 14.04.
Change 3139674 on 2016/09/26 by Dmitry.Rekman
Fix crash when editing widget blueprints (UE-35185).
- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).
Change 3140203 on 2016/09/26 by Josh.Adams
- Wolf Fix for SHIPPING
Change 3140206 on 2016/09/26 by Josh.Adams
- NEX work, still in progress
Change 3140276 on 2016/09/26 by Josh.Adams
- Fixed Wolf compile error
Change 3140485 on 2016/09/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3140570 on 2016/09/26 by Dmitry.Rekman
SDL2: Delete obsolete files.
- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.
Change 3140577 on 2016/09/26 by Dmitry.Rekman
Fix CudaTest monolithic build.
- Not the best fix, the better fix is to build against bundled libc++.
Change 3141184 on 2016/09/27 by Keith.Judge
Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.
#jira UE-35973
Change 3141623 on 2016/09/27 by Chris.Babcock
Support hiding virtual keyboard on Android
#jira UE-34201
#ue4
#android
Change 3141887 on 2016/09/27 by Joe.Graf
Added support for additional plugin directories that are specified by the .uproject file
New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins
Change 3141916 on 2016/09/27 by Josh.Adams
- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)
Change 3141926 on 2016/09/27 by Josh.Adams
- Support for skipping Wolf user selector (-nologinui)
Change 3141938 on 2016/09/27 by Chris.Babcock
Allow Android media player to seek past 999ms (contributed by rcywongaa)
#jira UE-36453
#PR #2797
#ue4
#android
Change 3142207 on 2016/09/27 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3142219 on 2016/09/27 by Josh.Adams
- Wolf PhysX 3.4 libs and includes
Change 3142220 on 2016/09/27 by Josh.Adams
- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)
Change 3142314 on 2016/09/27 by Chase.McAllister
#jira UE-35011 fixes to some assets to remove redundancies/output log spam
Change 3142510 on 2016/09/27 by Daniel.Lamb
Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
#jira UE-35942
Change 3142650 on 2016/09/27 by Chris.Babcock
Android support for Linux by yaakuro
- requires CodeWorks for Android Linux installed and OpenJDK 1.8
- need to set Android SDK paths manually in Project Settings
#jira UE-32752
#jira UE-32753
#PR #2564
#PR #2565
#ue4
#android
#linux
Change 3142802 on 2016/09/27 by Dmitry.Rekman
Upgrade to SDL 2.0.5-ish (still technically 2.0.4).
- Upstream revision 10374:dccf51aee79b.
- Merged all our changes hopefully.
Change 3143075 on 2016/09/28 by Luke.Thatcher
[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
#jira UE-33077
Change 3143219 on 2016/09/28 by Daniel.Lamb
Added new is compiling function which tells you if it's really compiling instead of lying.
If def out additional logging for debugging shader compilation issue for 4.14 release.
Change 3143428 on 2016/09/28 by Luke.Thatcher
[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061
Change 3143488 on 2016/09/28 by Daniel.Lamb
Changed defaults for skip cooking editor content to true.
Change 3143526 on 2016/09/28 by Daniel.Lamb
Increased the concurrent shader compile limit while in the cooker.
#test Cook paragon
Change 3143874 on 2016/09/28 by Chris.Babcock
Read Android environment variables from .bashrc on Linux
#jira UE-36565
#ue4
#android
#linux
Change 3143911 on 2016/09/28 by Dmitry.Rekman
Fix SDL EGL API binding (UE-18979).
- Contains PR #1398 by x414e54.
- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.
Change 3143929 on 2016/09/28 by Daniel.Lamb
Removed some more temporary logging.
#test Cook paragon
Change 3143959 on 2016/09/28 by Jeff.Campeau
Media Player for Xbox One
Change 3143997 on 2016/09/28 by Dmitry.Rekman
Linux: faster linking in Debug.
- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.
Change 3144004 on 2016/09/28 by Dmitry.Rekman
Linux: make SCW dump core on crash in debug builds.
- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).
Change 3144007 on 2016/09/28 by Dmitry.Rekman
Linux: Allow equals character in command line parameter value (UE-26406).
- PR #2019 by bozzaro.
- Allows passing parameters like -Switch=Key=Value.
Change 3144042 on 2016/09/28 by Jeff.Campeau
Add tag for DX12 support being experimental in target settings.
#jira UE-36150
Change 3144068 on 2016/09/28 by Dmitry.Rekman
Linux: enable using xgConsole in UAT (UE-28096).
- PR #2144 by bozzaro.
- Picks correct xgConsole binary.
- Allegedly fixes crash in CombineXGEItemFile on mono.
Change 3144120 on 2016/09/28 by Michael.Trepka
Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...
Change 3144172 on 2016/09/28 by Chris.Babcock
Add libpng 1.5.27 for Android
#jira UE-36573
#ue4
#android
Change 3144318 on 2016/09/28 by Chris.Babcock
Correct logic for checking .bashrc on Linux
#ue4
#android
Change 3144331 on 2016/09/28 by Dmitry.Rekman
Linux: repair ARM server builds.
- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).
Change 3144354 on 2016/09/28 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
this is intermediate, not fully working
Change 3144368 on 2016/09/28 by Josh.Adams
- Moved the new Social files into NFL
Change 3144395 on 2016/09/28 by Chris.Babcock
Add missing functions for AndroidWebBrowserWindow
#ue4
#android
Change 3144417 on 2016/09/28 by Josh.Adams
- Probable fix for FWebBrowserWindow missing virtuals
Change 3144438 on 2016/09/28 by Jeff.Campeau
XDK updated to 160802
Change 3144569 on 2016/09/29 by Dmitry.Rekman
Linux: allow a selectable clock source (UE-36564).
- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.
#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).
Change 3145108 on 2016/09/29 by Joe.Graf
Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)
Change 3145245 on 2016/09/29 by Joe.Graf
#wolf
Checking in removal of plugin use on Win64 per Josh's request
Change 3145514 on 2016/09/29 by Will.Fissler
Updated Mac Info.plist files to disable high DPI on macOS 10.12
Change 3145538 on 2016/09/29 by Josh.Adams
- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.
Change 3145540 on 2016/09/29 by Josh.Adams
- Fix for checking some Wolf dev tool installation existence
- Fix for various Wolf build issues
- Fix for Wolf devices not showing up in Launch on
Change 3145542 on 2016/09/29 by Josh.Adams
- Pulled over Wolf changes from Wolf branch into Dev-Platform
Change 3145572 on 2016/09/29 by Josh.Adams
- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
#jira UE-36591
Change 3145769 on 2016/09/29 by Chris.Babcock
Remove duplicate platforms from deploy list in UFE
#jira UE-36636
#ue4
Change 3146061 on 2016/09/29 by Chris.Babcock
Linux: be less spammy in log when launching external procs
#jira UE-36638
#ue4
#linux
Change 3146208 on 2016/09/29 by Dmitry.Rekman
Linux: fix PhysX crash (UE-36613).
- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.
#jira UE-36613
Change 3146476 on 2016/09/30 by Josh.Adams
- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose
Change 3146554 on 2016/09/30 by Josh.Adams
- Removed another wolf secret log
Change 3146626 on 2016/09/30 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3146712 on 2016/09/30 by Josh.Adams
- Fixed case for building Android on Linux
#jira #UE-36652
Change 3146844 on 2016/09/30 by Josh.Adams
- Removed ES2 shader compiling from TVOS, and force Metal compiling
#jira UE-36306
Change 3146865 on 2016/09/30 by Daniel.Lamb
Removed temp logging for materials
#test Launch on paragon
Change 3146874 on 2016/09/30 by Dmitry.Rekman
Linux: add rpath for libTextureConverter.so (UE-36620).
Change 3147030 on 2016/09/30 by Josh.Adams
- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
#jira UE-36623
Change 3147151 on 2016/09/30 by Josh.Adams
- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?
Change 3147621 on 2016/09/30 by Michael.Trepka
Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac
Change 3147712 on 2016/09/30 by Josh.Adams
- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
#jira UE-36225
Change 3147725 on 2016/09/30 by Josh.Adams
- Fixed yet another Wolf log for people with Wolf access but no SDK
[CL 3147801 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3129636 on 2016/09/17 by Ben.Marsh
UBT: Add a "-nolink" option which allows compiling object files without linking them into an executable. Useful for non-unity builds, which take a very long time to link or fail on some platforms due to command lines being too long, PDB file having too many records, etc...
Change 3129825 on 2016/09/18 by Ben.Marsh
UBT: Don't force Linux to build in unity; it seems to build fine without.
Change 3129965 on 2016/09/19 by Matthew.Griffin
Duplicating CL#3129960 from Release-4.13
Exclude NetworkProfiler when building CS tools for Linux
Change 3130653 on 2016/09/19 by Ben.Marsh
UHT: Fix missing "Error:" prefix in output log, causing messages to be ignored for failure emails.
Change 3130662 on 2016/09/19 by Ben.Marsh
EC: Prevent UHT failures from being reported twice, and remove the need for special case to show UHT summary output.
Change 3131956 on 2016/09/20 by Matthew.Griffin
Addtional fixes for compiling Editor as a monolithic executable
Change so monolithic editor is output to Project Binaries directory
Removed duplicated ReturnContainerIndexFromChannelName function
Only check for out of date modules for non monolithic editor
Don't define GIsGameAgnosticExe or PER_MODULE_BOILERPLATE for monolithic editor, done elsewhere
Correct IMPLEMENT_MODULE for QuadricMeshReduction and AudioCapture modules
Change 3132112 on 2016/09/20 by Ben.Marsh
Docs: Remove reference to UBT environment variables from configuration docs.
Change 3132815 on 2016/09/20 by Ben.Marsh
AutomationTool: Delete GUBP. Everything now uses BuildGraph!
Change 3132871 on 2016/09/20 by Ben.Marsh
UBT: Remove GUBP callbacks from TargetRules instances.
Change 3132987 on 2016/09/20 by Ben.Marsh
Allow public distribution of the compiled SimplygonMeshUtilities binaries.
Change 3133974 on 2016/09/21 by Ben.Marsh
Allow public distribution of the SimplygonSwarm module. Requires a separate Simplygon DLL (still in a NotForLicensees folder) to function correctly.
Change 3137228 on 2016/09/22 by Ben.Marsh
UAT: Merging fix to parallel executor on Linux from 4.13 branch.
Change 3139783 on 2016/09/26 by Matthew.Griffin
Fixed Xbox support for Installed Builds
Corrected typo in Xbox+PS4 filter creation and added XboxOnePackageNameUtil.exe
Added Xbox versions of ThirdParty libs that hadn't been specified until now
Change 3141721 on 2016/09/27 by Ben.Marsh
Remove declaration of circular references between FbxAutomationTestBuilder and LevelEditor; causes LevelEditor to be built differently if plugin is enabled, which results in shared build products being invalidated by switching between games.
Change 3141789 on 2016/09/27 by Ben.Marsh
UBT: Retain the ".suppressed" part of output file names when building import libraries for circularly referenced modules.
Change 3141805 on 2016/09/27 by Ben.Marsh
UBT: Allow reusing build ids in version manifests as long as we aren't modifying any engine binaries (building more or fewer is permitted), and merge manifests together if possible. Allows building the entire solution through Visual Studio, when some projects may build more modules than another.
Change 3141980 on 2016/09/27 by Ben.Marsh
EC: Include a "Steps to Reproduce" section in failure emails, which gives the command line to run to execute the step.
Change 3143996 on 2016/09/28 by Ben.Marsh
BuildGraph: Fix exported job steps having dependencies on nodes behind triggers, causing jobs to never terminate.
Change 3144696 on 2016/09/29 by Matthew.Griffin
Adding -NoSharedPCH to NonUnity build steps and split them into separate nodes for UE4Editor and UE4Game
Fixed redefinition of __WINDOWS_DS__
Change 3144931 on 2016/09/29 by Ben.Marsh
Core: Changes to search paths for DLL loading.
* The default binaries directory is now added to the list of search paths. Normally LoadLibrary finds these without needing to preload them, but plugins can change the global search paths by calling SetDefaultDllDirectories().
* Only the top entry of the DLL directory stack is searched. There is typically only one directory here anyway, but the intent is more consistent with the operation of SetDllDirectory().
* Resolved import paths are converted to absolute, so the resulting calls to LoadLibrary will not be influenced by calls to SetDefaultDllDirectories() changing the base directory.
* Search paths aren't de-duplicated any more. They don't overlap in practice, and it's not expensive even if they do.
Change 3144932 on 2016/09/29 by Ben.Marsh
Vulkan: Only add vulkan-1.dll as a delay load dependency from the VulkanRHI module, otherwise it can be added to the linker command-line 20 or more times.
Change 3145011 on 2016/09/29 by Ben.Marsh
Core: Include the compatible changelist in version manifests, so local builds after syncing with UGS will have the correct compatible changelist numbers post-hotfix.
[CL 3146509 by Ben Marsh in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2857832 on 2016/02/05 by Ben.Marsh
GitHub #1959 - Prevent UELinkerFixups file from using shared PCHs; it doesn't necessarily have the right compile environment to be able to use them.
Change 2858189 on 2016/02/06 by Ben.Marsh
Allow runtime dependencies to be optional, so we can allow games to be staged without requiring PhysX/Apex PDBs.
Change 2858968 on 2016/02/08 by Ben.Marsh
Allow plugins to be enabled/disabled depending on different target types. Contributed by Ben Everett/Hi-Rez Studios.
Change 2859325 on 2016/02/08 by Ben.Marsh
Stop adding a debug output device if it goes to the same place as the regular log output device. Prevent output messages printing to the log twice on Mac.
#codereview Michael.Trepka
Change 2859995 on 2016/02/09 by Matthew.Griffin
Changed UnrealFileServer to be non-monolithic so that it doesn't include code that is not public
Change 2860393 on 2016/02/09 by Ben.Marsh
Add support for pre and post build steps for projects and plugin files. Steps are specified as a list of shell commands per-target platform, and are written to a shell script by UBT. Whenever the target is built, the pre-build steps are executed before UHT, and post-build steps are executed at the end.
The following target properties are expanded with UBT properties in the commands: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile), $(PluginDir).
Example JSON fragment:
"PreBuildSteps": {
"Win64": [
"echo EngineDir=$(EngineDir)",
"echo ProjectDir=$(ProjectDir)",
"echo TargetName=$(TargetName)",
"echo TargetPlatform=$(TargetPlatform)",
"echo TargetConfiguration=$(TargetConfiguration)",
"echo TargetType=$(TargetType)",
"echo ProjectFile=$(ProjectFile)",
"echo PluginDir=$(PluginDir)"
]
},
Change 2860504 on 2016/02/09 by Ben.Marsh
Remove nodes from the grid view that we don't have any data for.
Change 2860592 on 2016/02/09 by Ben.Marsh
Add script to copy all UAT/UBT build products to another directory. To be used to avoid compiling multiple times on build system.
Change 2861087 on 2016/02/09 by Ben.Marsh
Allow UAT binaries compiled on the initial agent to be copied to all other agents in a build. Saves a lot of startup time on Mac, in particular.
Change 2861788 on 2016/02/10 by Ben.Marsh
Fix warnings and mangled notification email if triggers finish before all their jobsteps have been created.
#lockdown Nick.Penwarden
[CL 2863732 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2861045 on 2016/02/09 by Marcus.Wassmer
Fix debug editor crash from async compute creating commands when it shouldn't.
#rb none
#test debug editor
Change 2861030 on 2016/02/09 by Michael.Noland
Engine: Added support for debugging safe zones (visualization on any platform and simulation on platforms that don't natively provide safe zone information)
r.DebugSafeZone.Mode controls the debug visualization overlay (0..2, default 0)
- 0: Do not display the safe zone overlay
- 1: Display the overlay for the title safe zone
- 2: Display the overlay for the action safe zone
r.DebugSafeZone.OverlayAlpha controls how opaque the debug visualization overlay is (0..1, default 0.3)
On platforms that don't natively support safe zones, you can simulate a safe zone for quick/easy testing in the editor:
- r.DebugSafeZone.TitleRatio controls the title safe zone margins returned in FDisplayMetrics
- r.DebugActionZone.ActionRatio controls the action safe zone margins returned in FDisplayMetrics
- These both range from 0..1, and default to 1 indicating 100% of the display is safe. A typical test value would be 0.9
#codereview josh.adams
#rb marcus.wassmer
#tests Tested on Win64 uncooked and PS4 cooked (front-end and game)
Change 2860923 on 2016/02/09 by Andrew.Grant
Fix client warning about HTTPChunkInstaller module not existing
#rb none
#tests ran Win64 client
Change 2860852 on 2016/02/09 by Daniel.Wright
Fixed crash enabling capsule direct shadows in BP
#rb Nick.Penwarden
#tests Editor
Change 2860842 on 2016/02/09 by Marcus.Wassmer
MallocLeakDetection proxy
#rb Steve.Robb
#test PS4/PC testing all commands.
Change 2860744 on 2016/02/09 by Josh.Markiewicz
#UE4 - fixed possible crash when refresh auth with invalid response
#rb sam.zamani
#tests login flow
#codereview justin.sargent, joe.wilcox, pter.knepley, ben.zeigler
Change 2860739 on 2016/02/09 by Laurent.Delayen
Sync Markers
- Reset SyncGroups every frame.
- ::GetSyncGroupPosition() makes sure there is a valid MarkerSyncContext.
=> Fixes SyncGroup returning 'valid' positions for TransitionLeaders that were not in between sync markers.
#rb martin.wilson
#codereview lina.halper
#tests new riftmage and kurohane networked in PIE
Change 2860736 on 2016/02/09 by Daniel.Lamb
Fixed issue with iterative cook on the fly invalidating cooked content all the time.
#rb Marcus.Wassmer
#test Cook on the fly iterative ps4
Change 2860598 on 2016/02/09 by Joe.Graf
Simple log category change to match existing log messages in LoadMap
#rb: n/a
#test: loading, cooking, game
Change 2860559 on 2016/02/09 by Zak.Middleton
#orion - Add flag to AIController to control whether it copies the Pawn rotation to ControlRotation if there is no focus point.
#rb Lukasz.Furman
#tests PIE ded server AI with lanes
Change 2860462 on 2016/02/09 by Marc.Audy
Build system improvements
* Added details to Empty manifest file save error
* Removed redundent pseudo-dependencies from -showdependency output
* Monolithic Kinds now a set and branch hacker can specify kind not to build
#rb Ben.Marsh
#tests Preflight
Change 2860434 on 2016/02/09 by David.Ratti
NaN checks:
-Targeting mode checks in orion code
-Changed the AActor::SetTransform NaN check so that the logging is included in the NaN ensure (rather than getting cut off from the log afterwards).
#rb FrankG
#tests golden path vs bots
Change 2860390 on 2016/02/09 by Michael.Trepka
Adjust 3D rendering resolution so that it stays approximately the same when user switches display modes
#rb none
#tests Tested editor build on PC
Change 2860364 on 2016/02/09 by Justin.Sargent
Removed unused editor-only functions causing compiler errors when compiling the game.
#rb keli
#tests none
Change 2860242 on 2016/02/09 by Justin.Sargent
Made a number of DialogueWave quality of life improvements to the editor and specifically SoundCue editing.
New right-click option on SoundWaves to create a DialogueWave
[CL 2863630 by Andrew Grant in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream
Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS).
Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream
Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file.
Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream
Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it)
Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream
Adding config entries to determine which platforms/configurations are available
Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build.
A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid.
Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream
Copying UnrealGameSync into Engine/Source/Programs.
Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream
PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667)
Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream
Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target.
Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream
Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use.
Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream
Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to
PrecompileTargetsType.None.
#codereview Matthew.Griffin
Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream
Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015
Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream
Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files.
Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream
Restore change to gather VC environment directly from registry.
#lockdown Nick.Penwarden
[CL 2790002 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
we now use an enum similar to UE4 with Fatal, Error, Warning, Display, Log, Verbose, and VeryVerbose
Log will only go to the log file unless -verbose is passed on the command line
reduced some of the output from UAT to be Log only
[CL 2631062 by Peter Sauerbrei in Main branch]
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh
[CL 2605826 by Wes Hunt in Main branch]