This change makes HQ and LQ lightmaps to have unified lighting content and now they differ only in encoding.
#jira UE-154008, UE-151380
#rb Dmitriy.Dyomin, Yujiang.Wang
#preflight 62b5270d0a3bb5ca13d79900
[CL 20806454 by Wei Liu in ue5-main branch]
Changed how we apply compression for mobile landscape weightmap textures, so it works with mesh and heightmap based landscape
#rb jack.porter
#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 20556429 via CL 20556450 via CL 20556605 via CL 20556618
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)
[CL 20559686 by dmitriy dyomin in ue5-main branch]
Fix ASTC HDR support
Fix up ASTC & ISPC texture formats a bit
#preflight 628cedc7347b7778b6b8745e
#rb jon.olick,fabian.giesen
[CL 20348873 by charles bloom in ue5-main branch]
to expose GPU texture formats for R32F and RGBA32F
PF_A32B32G32R32F
PF_R32_FLOAT
OpenGL ES platforms do not support F32 with filtering so must convert to F16 unless the mip filter is set to nearest
#preflight 627a822810766ef8c1fa0b07
#rb Dmitriy.Dyomin,fabian.giesen
[CL 20125675 by charles bloom in ue5-main branch]
#rb jack.porter
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 18994103 via CL 18994878 via CL 18994897 via CL 18994926 via CL 18994947 via CL 18995286 via CL 18995443
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18997979 by dmitriy dyomin in ue5-main branch]
- Adding new enumeration to select PCM, ADPCM, Bink, and "platform specific"
- Updated platform codecs and various APIs to select correctly which codec to use
- Changed "is seekable streaming" semantics to "Is Seekable" since that is more correct in a post-stream-caching world
- Tried to clean up platform backends. Unable to move Bink decoder to multiplatform code because of module dependencies, will require a future refactor of our decoder module setup.
#rb Phil.Popp, Jimmy.Smith
#jira UE-140860
#preflight 61f97ad7f02e20f45add6d45
#ROBOMERGE-AUTHOR: aaron.mcleran
#ROBOMERGE-SOURCE: CL 18813332 in //UE5/Release-5.0/... via CL 18813341 via CL 18822758
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824290 by aaron mcleran in ue5-main branch]
The endian of BGR555A1 texture is troublesome on Android platform, because Opengl ES doesn't support GL_UNSIGNED_SHORT_1_5_5_5_REV texture format, meanwhile VK_FORMAT_R5G5B5A1_UNORM_PACK16 is not supported on some Android devices.
#rb Dmitriy.Dyomin
[CL 16966077 by yangke li in ue5-main branch]
Integration touches several places in the engine:
1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.
2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.
3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.
[CL 16682710 by Dan Thompson in ue5-main branch]
Removed bSupportsVolumeTextureCompression as all platforms support it now, only Switch fallbacks to uncompressed
#jira UE-108841
#rb jack.porter
#ROBOMERGE-SOURCE: CL 15566901 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15566914 by dmitriy dyomin in ue5-main branch]