- Ported remaining ISceneViewExtension calls to RDG.
- Removed several empty override passes being added to the graph.
- Merged two graphs into one.
#preflight 62c4c61a2a05d4f55bd5912f
#rb luke.thatcher
[CL 20971717 by zach bethel in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821619 by andrew davidson in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
- Pixel inspector now gets the right render target pixel format via scene view extension.
- Pixel Inspector HDR render target texture was using unsupported pixel format.
#jira UE-109720
#rb Rod.Bogart
[CL 16642551 by Ruslan Idrisov in ue5-main branch]
CL# 15481362 changed the behavior of ObjectsUseNameArea so that the object name was visible, and upon auditing the current use of ObjectsUseNameArea it was found that all but a few cases likely intended to use HideNameArea instead.
Breaking: This change also renames FDetailsViewArgs::bShowActorLabel to FDetailsViewArgs::bShowObjectLabel to reflect what it actually does.
#rb Brooke.Hubert
#ROBOMERGE-SOURCE: CL 15496125 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15496134 by jamie dale in ue5-main branch]
Sky visibility is now a shared code path for both Disney and Strata path. This allows general AO and diffuse lighting for the dynamic sky light path to now matching accross the board.
Added strata material shading model to make sure it is not used as unlit where most passes optimise things out (i.e. DFAO, bent normal or SSAO)
Roughness is still ignored for diffuse lighting contribution.
Tested with strata disabled
#rb Charles.deRousiers
[CL 14513327 by Sebastien Hillaire in ue5-main branch]
Now there is a separate api on editor viewports to set and remove a temporary override state. Deprecated existing methods and fixed up use cases.
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 11498109 via CL 11498156 via CL 11498165
#ROBOMERGE-BOT: (v654-11333218)
#rb none
[CL 11498464 by matt kuhlenschmidt in Main branch]