#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2997066 on 2016/06/01 by Michael.Noland
Engine: Marked engine performance target cvars ECVF_Scalability so they can be adjusted via scalability buckets at runtime for games that target different framerates on different levels of hardware
#rb none
#tests Ran Paragon and changed video settings and tested t.TargetFrameTimeThreshold
Change 2996816 on 2016/06/01 by Dan.Youhon
Add FixedWorldDirection option for Root Motion Radial Forces; code/BP hook-up for allowing Price's reworked RMB to send all targets in the same (correct) direction
- FixedWorldDirection added to both root motion system and corresponding ability tasks
- Exposed AddHitResult for EffectContexts for modifying EffectContext hit results from BP
- Hooked up to Price RMB - we (somewhat dirtily) route Price's location and facing through the HitResult of the EffectContext for his displacement GE
#rb Dave.Ratti
#tests MultiPIE
#codereview Billy.Rivers
#lockdown Billy.Rivers
Change 2996526 on 2016/06/01 by Brian.Karis
Fixed tube light typo
JB made this robomerge up. Shader recompiling in our future.
#RB:none
#Tests:none
#ROBOMERGE: MAIN, 27, 26.2
Change 2996428 on 2016/06/01 by Rolando.Caloca
O - Made r.D3D.RemoveUnusedInterpolators a system setting which now also alters ddc key; fix r.Shaders.FastMath actually affecting compilation when =0
#rb Chris.Bunner
#codereview Michael.Noland, Marcus.Wassmer
#jira OR-22573
#tests Run with and without r.D3D.RemoveUnusedInterpolators=1 on DefaultEngine.ini
Change 2996090 on 2016/06/01 by Jason.Bestimt
#ORION_MAIN - Merge 26.2 @ CL 2995754
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2995816 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: jason.bestimt
Change 2995785 on 2016/06/01 by Robert.Manuszewski
Don't delete non-backup log files when cleaning up the logs folder.
#rb none
#tests Tested in the editor with multiple old log files
Change 2995556 on 2016/05/31 by Dmitry.Rekman
More info about timers on crash (OR-21986).
- Somewhat desperate attempt to get more clue about timer crash. Intended to be removed later.
#rb Michael.Noland
#codereview Marc.Audy, Michael.Noland
#tests Compiled the Linux server, ran it, crashed a few times.
Change 2995397 on 2016/05/31 by Michael.Noland
Rendering: Made the optimization to combine upscaling/downscaling and tonemapping optional based on the amount of upscaling that will occur
- r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode
- r.Tonemapper.MergeWithUpscale.Threshold is a new setting used when r.Tonemapper.MergeWithUpscale.Mode is set to 2, which indcates to only try to merge the passes if the ratio of the area before upscale/downscale to the area afterwards is greater than the threshold
This prevents running the tonemapper on all of the target res pixels when the source res is far smaller, as that can cause it to be a loss to merge the passes
Upgrade Notes: r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode
#rb marcus.wassmer
#tests Ran Paragon at various resolutions on Intel and NV cards
#rn
Change 2995118 on 2016/05/31 by David.Decker
- Fix for build failure
#rb none
#tests golden path game
Change 2994929 on 2016/05/31 by David.Decker
#Orion_Analytics
-Added PacketRecievedHistogram event that fires every minute in game the rate is configurable in DefaultGame.ini
-Moved FHistogram from PerfCountersModule to ProfilingHelpers
-Re-enabled Location event
#rb Dmitry.Rekman
#codereview Dmitry.Rekman, John.Pollard, Christopher.Wright
#tests golden path game
Change 2994920 on 2016/05/31 by Daniel.Lamb
Added some more cooking stats to save package.
#rb Wes.Hunt
#test Cook Orion.
Change 2994622 on 2016/05/31 by Zak.Middleton
#orion - Pickup and Coin filter collision optimizations.
- Added coin collision profile preset and made it ignore everything but Pawn (importantly, now ignores triggers).
- Pickups filter out collision with AI earlier. Profile already did this but this avoids more branches and cache misses in PreFilter.
- Coins now additionally filter out more efficiently Heroes that can't pick them (no overlap events generated at all).
#rb Jon.Lietz, Frank.Gigliotti
#tests PlayGo MultiPIE
Change 2994305 on 2016/05/31 by Andrew.Grant
Restoring prompt/exit on signed archive issue to help identify causes
#rb none
#tests compiled
Change 2994226 on 2016/05/31 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2993946
#RB:none
#Tests:none
[CodeReviewed]: graeme.thornton
#ROBOMERGE-SOURCE: CL 2994225 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2994204 on 2016/05/31 by bruce.nesbit
More banner changes
-Fixed an issue with InterpToComponent with very short times
-revisions to test banner
-added fade to banner/charms
-tries to set team color on decativate FX
#rb none
#tests Game+PIE
#codereview Jason.Bestimt
Change 2993973 on 2016/05/30 by Robert.Manuszewski
Updated protection handling
#rb none
#tests Compiled and applied protection
Change 2993588 on 2016/05/27 by Michael.Noland
Engine: Removed a bogus autocomplete for ShowMaterialDrawEvents, which was previously renamed r.ShowMaterialDrawEvents
#rb none
#tests Typed in ShowMat in the console and verified that no autocomplete appeared
#rn
Change 2993510 on 2016/05/27 by John.Pollard
Fix issue with root motion sources and replays, fixes TwinBlast RMB ability animation issue, and other artifacts
#rb RyanG
#tests Replays
Change 2993484 on 2016/05/27 by Uriel.Doyon
New logic for computing the skel mesh streaming scales
#rb marcus.wassmer
#tests loaded editor, played with streaming scale
Change 2993211 on 2016/05/27 by Uriel.Doyon
Workaround for lightmap streaming flags not being correctly set.
#codereview marcus.wassmer
#rb marcus.wassmer
#tests building lighting and investigating streaming
Change 2993068 on 2016/05/27 by Marcus.Wassmer
Duplicate 2989729
Fix for lightmaps and shadowmaps having low resolutions after building lightings
#rb none
#test PC at various scalability
#codereview Uriel.Doyon
Change 2993066 on 2016/05/27 by Lukasz.Furman
fixed behavior tree getting stuck on ResumeLogic call
copied from //UE4/Dev-Framework, CL# 2993058
#jira OR-22498
#rb none
#tests none
Change 2992706 on 2016/05/27 by Marcus.Wassmer
Duplicate 2991726
Fix for grey skin in simple lighting model (shadows off)
#rb none
#test lowest settings on PC
Change 2992705 on 2016/05/27 by Marcus.Wassmer
Duplicate 2991727
Fix emissive decals in simple forward renderer
#rb none
#test PC lowest settings
Change 2992658 on 2016/05/27 by David.Ratti
Remove all occurrences of Ability.PersistPastDeath from granted tags. Fix code to *only* check asset tags for this tag, instead of both.
#rb none
#test pie
Change 2992646 on 2016/05/27 by Ben.Marsh
BuildGraph: Add a BuildGraph task to run a UE4 commandlet. Syntax is <Commandlet Name="..." Project="..." Arguments="...">.
#rb none
#tests none
Change 2992252 on 2016/05/26 by Jason.Bestimt
#ORION_DG - Unclog ROBO Merge in DG
#RB:none
#Tests:none
Change 2992180 on 2016/05/26 by John.Pollard
Fix issue where external data wasn't saving out properly
#rb RyanG
#tests Replays
Change 2992159 on 2016/05/26 by Michael.Noland
CVar to disable/freeze GPU particle simulation (r.GPUParticle.Simulate)
[Replicated from Dev-Rendering checkin CL# 2989752 by Olaf]
#rb olaf.piesche
#tests Tested the command in Agora and verified that GPU particles were not being drawn
Change 2992158 on 2016/05/26 by Michael.Noland
Rendering: Added a cvar that controls unbinding of all texture resources between materials changes in the DX11 renderer (r.UnbindResourcesBetweenDrawsInDX11) to improve the readability of GPA captures
Note: This will probably be moved to be on when markers are on rather than an independent cvar, but it is currently separate for testing
#codereview marcus.wassmer
#rb none
#tests Ran with the var off and on and verified in GPA captures
Change 2991645 on 2016/05/26 by Andrew.Grant
Fix for filesize returning 0 if file not found
#rb none
#tests bugit now works
#jira OR-20488
Change 2991290 on 2016/05/26 by Mieszko.Zielinski
Added a static flag to NavigationSystem that can be used to short-circuit dynamic navigation related functions #UE4
Will save some perf on PS4 in Orion, since clients do use navigation system there.
#rb Lukasz.Furman
#test golden path
Change 2991288 on 2016/05/26 by Mieszko.Zielinski
CL#2990243 manually redone in for Orion #UE4
Original description:
> Fixed behavior tree observers not being applied correctly
#rb Lukasz.Furman
#test golden path
Change 2991271 on 2016/05/26 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2990688
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2991269 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2991185 on 2016/05/26 by Mieszko.Zielinski
Fixed UAITask_MoveTo not releasing paths properly, or clearing path observing when task is being reused #UE4
Also, fixed FNavigationPath::DoneUpdating not converting ENavPathUpdateType properly
#rb Lukasz.Furman
#test golden path
Change 2990788 on 2016/05/25 by Marcus.Wassmer
Fix deprecation warning
#rb none
#test none
Change 2990582 on 2016/05/25 by Marcus.Wassmer
Now that render commands are enqueued again on servers, we shouldn't outright crash if an allocation gets to nullrhi
#codereview Dmitry.Rekman
#rb none
#test none
Change 2990450 on 2016/05/25 by Martin.Mittring
OR-22233 GPU Sprites invisible unless solo'd
#rb:David.Hill
#jira:OR-22233
#test:PC
Change 2990199 on 2016/05/25 by Marcus.Wassmer
Remove experimental HDR support in tonemapper. Brings tonemapper cost back down into line
#rb none
#codereview Michael.Noland,Brian.Karis
Change 2989908 on 2016/05/25 by Andrew.Grant
Changed warning about DDC cache full to Display
#rb none
#tests compiled
Change 2989903 on 2016/05/25 by Mieszko.Zielinski
Made BT component ignore subtree injection request if relevant BT nodes already use indicated asset #UE4
#rb Lukasz.Furman
#test golden path
Change 2989795 on 2016/05/25 by Ryan.Gerleve
Fix for storing the correct URL on the pending net game for replay playback.
Re-implemented this fix from Dev-Networking CL 2981198, fixes deathcam after latest main integration.
#tests played a reply, enabled deathcam
#rb none
Change 2989483 on 2016/05/25 by David.Ratti
ToggleJuggernaut cheat
#rb danY
#tests pie
Change 2989384 on 2016/05/25 by Graeme.Thornton
Extra chunk decryption tests and logging to help diagnose the random failure we're seeing in the wild
- retry decrypt three times
- after the first attempt, re-decrypt original source, just incase the decrypt cache has been corrupted
#tests cooked pc client + dedicated server
#rb robert.manuszewski
Change 2989225 on 2016/05/24 by Dmitry.Rekman
Fix rare crash in Linux threading code (OR-22193).
- Sometimes, for some reason, freeing memory for an alternate thread from a thread in PostRun() can crash because the jemalloc apparently does not have an arena for this thread anymore.
- This change works around the problem by allocating the said memory statically in LinuxThread class.
#rb none
#codereview Bob.Tellez, David.Vossel
#tests Compiled Linux server, started it.
Change 2988768 on 2016/05/24 by Uriel.Doyon
Added support for SkinnedMesh in the texture streaming MeshCoordSize accuracy viewmode.
#RB marcus.wassmer
#tests loaded game and editor
Change 2988462 on 2016/05/24 by Mieszko.Zielinski
Added a piece of logging to both scenarios or movement aborting in UPathFollowingComponent::UpdatePathSegment to be able to tell them appart while reading the log #Orion
#rb Lukasz.Furman
#test golden path
Change 2988036 on 2016/05/24 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2987910
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2988035 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2987457 on 2016/05/23 by Mieszko.Zielinski
Redone changes from CL#2981193 #UE4
Original description: fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)
#rb Lukasz.Furman
#test golden path
Change 2987388 on 2016/05/23 by Olaf.Piesche
Replicating CL 2985226; don't push mesh emitter transform to pixel shader unless used in the material graph
#rb marcus.wassmer
#tests editor game PC
Change 2986255 on 2016/05/22 by Mieszko.Zielinski
Manually resolving conflict that stoped robomerge from Main to DG #Orion
#rb none
#test compile
#codereview Jason.Bestimt
Change 2986209 on 2016/05/21 by Andrew.Grant
Removed hitchunter logging from http thread
#rb none
#tests compiled
Change 2986202 on 2016/05/21 by Andrew.Grant
Merging //UE4/Main @ 2981382 from //UE4/Orion-Staging
#rb none
#tests engine & game QA passed, built locally
Change 2985899 on 2016/05/20 by Rob.Cannaday
Move PS4 HTTP processing to HTTP thread
#tests golden path
#rb dmitry.rekman
Change 2985884 on 2016/05/20 by Bart.Bressler
Fix issue where oodle wasn't enabled in shipping correctly.
#rb john.pollard
#tests ran orion server in shipping and connecting with a client
Change 2985778 on 2016/05/20 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2985753
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2985774 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2985760 on 2016/05/20 by Rob.Cannaday
Second pass on HTTP threading
Move threaded objects into separate class, FHttpThread. FCurlHttpThread derives from FHttpThread and the curl multi work is performed in FCurlHttpThread
Removed code that limited number of curl easy requests that were added to the multi simultaneously / per frame as now that curl work is performed on a separate thread the performance no longer directly impacts the game thread
Remove lock from CurlHttp and instead of use FThreadSafeCounter
#rb dmitry.rekman
#tests golden path (PC & PS4)
Change 2985658 on 2016/05/20 by John.Pollard
Fixed issue with cached http replay results making time go backwards
#rb none
#tests replays
Change 2985640 on 2016/05/20 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.ratti
Ability System: call OnRemove event for gameplay cues that are mispredicted. Previously if a looping GC was predictively added, it would only get the OnRemove event if the replicated GC was removed. In the case of a mis prediction there is no replicated version, so the OnRemove was never called and cleanup was never happening.
#rb FrankG
#tests multi pie
#ROBOMERGE-SOURCE: CL 2985638 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2985631 on 2016/05/20 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.ratti
Fast TArray serialization fixes:
1. Fix case where Array ReplicationKey has changed no items between base and current state have changed. Previously server would early out and not send an update: but this needs be sent so that the client can potentially perform an implicit delete.
This fixes the case where client TArray would have stale items hanging around until a new update was sent (which could potentially be never).
2. Fix case where an array item would be deleted by both explicit delete and implicit delete: causing other items in the array to be deleted (!).
#rb frankG, pollard
#tests golden path
[CodeReviewed] Bob.Tellez, Billy.Bramer, Ben.Zeigler
#ROBOMERGE-SOURCE: CL 2985629 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2985542 on 2016/05/20 by Daniel.Lamb
Added per package stats.
Optimized cooker, moved FTextureSource::Compress from UTexture::Presave to UTexture::Serialize so we can avoid it in the cooker.
#rb Robert.Manuszewski, Andrew.Grant, Marcus.Wassmer
#test cook paragon, save packages paragon editor
Change 2985152 on 2016/05/20 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2985092
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2985150 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2985001 on 2016/05/20 by Chris.Wood
Move fullcrashdump location for Paragon from QA deptartment storage to Paragon project storage. Changes CrashReportClient config only.
Change 2984839 on 2016/05/20 by Robert.Manuszewski
Renaming some confusing function names and updating messages related to exception handling.
#rb none
#tests Cooked Win64 Client and Server, Tested crash reporting in cooked game
Change 2984517 on 2016/05/19 by Mike.Larson
Adjusted 'PlatformHeadroom' audio volume settings to DB-3 on both Windows and PS4
Change 2983932 on 2016/05/19 by jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2983814
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2983921 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2983864 on 2016/05/19 by Wes.Hunt
Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
#codereview:steve.robb
#rb none
#tests compiled Orion Editor Win64
Change 2983780 on 2016/05/19 by Wes.Hunt
Modernize FAnalyticsEventAttribute usage. #jira UE-30551.
Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
* The Name must be convertible to a string
* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.
Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
"Attr1", false,
"Attr2", 42.0,
"Attr3", SomeMap,
"Attr4", SomeArray);
#codereview:steve.robb,david.decker,sam.spiro
SamS - you've been asking for better attribute conversion facilities for years. Finally got it, haha.
SteveR - I only added copy/move ctors to FAnalyticsEventAttribute. Do I also need to explicitly add the copy/move assignment ops?
DavidD - This will allow you to create attributes a lot more easily and efficiently now.
#rb steve.robb,david.decker
#tests orion editor runs
Change 2983702 on 2016/05/19 by Daniel.Lamb
Renumbered cooking stats to be more correct
#rb Wes.Hunt
#test cook paragon.
Change 2983392 on 2016/05/19 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2983342
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2983391 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2982910 on 2016/05/18 by Marcus.Wassmer
Don't fail entire deployments because obsolete manifest can't find the files to delete
#rb none
#codereview Peter.Sauerbrei
#test none
Change 2982902 on 2016/05/18 by Marcus.Wassmer
Disable HTTP networkfilesystem because it constantly crashes cookonthefly servers. platform team is aware
#rb none
#test cookonthefly
Change 2982837 on 2016/05/18 by David.Ratti
Spot merge safety check in ~FAgggregator. From BobT CL 2966255.
#rb none
#tests compile
Change 2982723 on 2016/05/18 by Wes.Hunt
Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #jira UE-30559
#rb none
#tests none
Change 2982716 on 2016/05/18 by Wes.Hunt
Remove Analytics code to divert legacy code to source data collector. #jira UE-27794
#rb none
#tests run orion editor
Change 2982707 on 2016/05/18 by Wes.Hunt
AnalyticsET support for arbitrary Json events. #jira UE-30375
* AnalyticsET supports a new API, RecordEventJson.
* API supports rvalue refs to avoid unnecessary copies of the attribute array.
/**
* Sends an event where each attribute value is expected to be a string-ified Json value.
* Meaning, each attribute value can be an integer, float, bool, string,
* arbitrarily complex Json array, or arbitrarily complex Json object.
*
* The main thing to remember is that if you pass a Json string as an attribute value, it is up to you to
* quote the string, as the string you pass is expected to be able to be pasted directly into a Json value. ie:
*
* {
* "EventName": "MyStringEvent",
* "IntAttr": 42 <--- You simply pass this in as "42"
* "StringAttr": "SomeString" <--- You must pass SomeString as "\"SomeString\""
* }
*
* @param EventName The name of the event.
* @param AttributesJson array of key/value attribute pairs where each value is a Json value (pure Json strings mustbe quoted by the caller).
*/
virtual void RecordEventJson(const FString& EventName, TArray<FAnalyticsEventAttribute>&& AttributesJson) = 0;
#codereview:david.decker
#rb david.decker
#tests run orion editor
Change 2982057 on 2016/05/18 by David.Ratti
GameplayCue loading - fix issue where GCM would invoke fully loaded when there were still UGameplayCueNotify_Statics to be loaded.
#rb Ori.Cohen
#tests golden path
Change 2981943 on 2016/05/18 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2981896
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2981942 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2981812 on 2016/05/18 by Robert.Manuszewski
Suspending thread heartbeat when a message box is being displayed. Fixes false positives in hand detection.
#rb Steve.Robb
#tests Cooked and launched win64 client and server
Change 2981718 on 2016/05/18 by Robert.Manuszewski
Changed how suspending/resuming thread heartbeat works: it will no longer create a heartbeat for a thread that hasn't sent any heartbeats yet.
Reimplementing CL #2951209 from Dev-Core
#rb Steve.Robb
#tests None
Change 2981108 on 2016/05/17 by Wes.Hunt
Fix perfect forwarding constructor in CookStats stuff.
#rb none
#tests investigating assembly output of cook stats code.
#codereview:daniel.lamb
Change 2981028 on 2016/05/17 by Nick.Atamas
Fixing hittest grid with virtual cursor.
We now prefer any directly hit-test widgets with higher layer ids to those discovered through a distance search.
#rb none
#test Game menus
#codereview Cody.Haskell,Matt.Kuhlenschmidt,Sammy.James,Dan.Hertzka
Change 2980963 on 2016/05/17 by Marc.Audy
Fix shadowed variable
#rb None
#tests Compile
Change 2980917 on 2016/05/17 by Daniel.Lamb
Removed script packages from unable to find packages warning.
#rb Andrew.Grant
#test cook paragon
Change 2980838 on 2016/05/17 by Marc.Audy
Shave some time out of UPlayerInput::ProcessInputStack
#rb Michael.Noland
#tests Input works, performance improvement
Change 2980710 on 2016/05/17 by Michael.Noland
Engine: Added helpful comments to the LOD visualization colors
#rn
#rb david.ratti
#tests none
Change 2980706 on 2016/05/17 by Michael.Noland
Engine: Removed unused setting bAllowDebugViewmodesOnConsoles (replaced some time ago by r.ForceDebugViewModes)
#rn
#rb david.ratti
#tests Ran a cooked build with only r.ForceDebugViewModes=1 and confirmed that debug view modes still worked
Change 2980703 on 2016/05/17 by Michael.Noland
Blueprints: Added support for emitting the Blueprint Description as tooltip metadata for the compiled Blueprint class (displayed in class pickers, etc...)
#rb david.ratti
#tests Tested on a Blueprint in Paragon
#codereview mike.beach
#rn
Change 2980702 on 2016/05/17 by Michael.Noland
Rendering: Added ProfileGPU to the console autocomplete list
#rb david.ratti
#tests Tried typing Profile in the console and verified that the completion worked and tooltip was displayed
#rn
Change 2980697 on 2016/05/17 by Michael.Noland
Landscape: Added a 'resource' name for landscape to improve display in the mesh summary list of ProfileGPU
#codereview jack.porter
#rb david.ratti
#tests Used ProfileGPU while standing on some terrain
#rn
Change 2980692 on 2016/05/17 by Michael.Noland
Landscape: Added a scalability CVar for landscape LOD biasing (r.LandscapeLODBias)
#codereview jack.porter
#rb david.ratti
#tests Ran around in Paragon with various r.LandscapeLODBias values
#rn
Change 2980630 on 2016/05/17 by Daniel.Lamb
Added more warnings to help track down crash in paragon cook.
#rb Andrew.Grant
#test cook orion
Change 2980585 on 2016/05/17 by Jamie.Dale
Fixed an issue where the editable text caret could become invisible when using UI scaling
It's now clamped to a min draw size of 1px.
#jira OR-18524
#rb none
#tests Built and ran the game. Verified that the caret now appears where it didn't before.
Change 2979908 on 2016/05/16 by jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2979859
#RB:none
#Tests:none
#CodeReview: jaymee.stanford
Change 2979472 on 2016/05/16 by Nick.Atamas
Added support for not clearing the render target when rendering a widget.
#rb Nick.Darnell
#test PIE w/ minimap
Change 2979434 on 2016/05/16 by Dmitry.Rekman
Server: Add reporting of frame time without sleep.
- Also add NumClients to each event so it's easy to filter events that didn't have 10 clients.
#rb none
#tests Built Linux server, ran match on a compatible content.
Change 2979267 on 2016/05/16 by Dmitry.Rekman
Improvements in server hitch hunting / alerting.
- Add an analytics event for unplayable conditions.
- Send % of frames we hitched and time we spent hitching.
- Send more detail about the machine.
#rb none
#tests Built Linux server and Windows client, played a match.
Change 2979030 on 2016/05/16 by Andrew.Grant
Added quick way to reasign GUIDs (-AssignNewMapGuids) to map objects
#rb none
#tests used in editor
Change 2978914 on 2016/05/16 by David.Ratti
Fix issue causing gameplay cue parameters not properly being passed through in cases where GA adds/removes gameplay cue.
#rb DanY
#tests multi pie
#codereview Dave.Ewing
Change 2978681 on 2016/05/16 by Martin.Wilson
Performance improvements for recalc required bones, removed a lot of unneeded array iterating. Reduces cost to roughly 30% of original code.
#rb Thomas.Sarkanen
#tests PS4 games, ded server
Change 2978098 on 2016/05/15 by Andrew.Grant
Clearer error message
#rb none
#tests ran game
Change 2977597 on 2016/05/13 by Olaf.Piesche
Merging using //UE4/Dev-Rendering->//Orion/Dev-General; fixes for beam particle selection code
#rb martin.mittring
#tests PC editor game
Change 2977531 on 2016/05/13 by Daniel.Lamb
Added cooking stat for PreSave callback.
#rb Wes.Hunt
#test cook paragon
Change 2977340 on 2016/05/13 by jason.bestimt
#ORION_MAIN - Merge 26@ CL 2977290
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2977329 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2977139 on 2016/05/13 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-20830 only allow the periodic effects from a gameplay volume trigger first application triggers on BeginOverlap and Enable volume.
#RB DaveR
#test tracked when the poinson from an active card is applied and not applied
#ROBOMERGE-SOURCE: CL 2977135 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976741 on 2016/05/13 by David.Ratti
GameplayCues that are triggered off animation notifies on the non-primary mesh will now properly attach to that non primary mesh.
#rb lietz
#test pie, golden path
Change 2976715 on 2016/05/13 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Fix for bad merge
#rb none
#tests built automation
#ROBOMERGE-SOURCE: CL 2976680 in //Orion/Release-0.26/... via CL 2976712 via CL 2976713 via CL 2976714
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976679 on 2016/05/13 by Robert.Manuszewski
Tweaks to DLL injection detection code
#rb Steve.robb
#tests cooked Win64 client
Change 2976670 on 2016/05/13 by Robert.Manuszewski
UAT: Arxan upgrade to 3.9.1
#rb Ben.Marsh
#tests Win64 cooked client (test config)
Change 2976654 on 2016/05/13 by Graeme.Thornton
Shadowed variable warning fix
#rb none
#tests compiled win64/ps4 client
Change 2976645 on 2016/05/13 by Graeme.Thornton
Refactoring of resident mip calculations
- Cooker takes into account the same compression block thresholds that the runtime previously used
- Runtime doesn't attempt to calculate which mips to perma-load, but just looks at the ones whose bulk data is flagged as end-of-file or seperate-file
#rb nick.penwarden
#tests win64/ps4 client builds, golden path
[CL 3000872 by Andrew Grant in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2932679 on 2016/04/04 by Martin.Mittring
remove hack/cvar that is not longer needed as we fixed the bug
#rb:Bob.Tellez
#code_review:Bob.Tellez
Change 2932681 on 2016/04/04 by Martin.Mittring
fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files,
added enure if non scalability setting are used in ScalabilityIni (get now ignored)
#rb:David.Hill
#code_review:Marcus.Wassmer, Michael.Noland
Change 2932719 on 2016/04/04 by Marcus.Wassmer
Merge 3 band SH back to DevRendering
#rb Daniel.Wright
Change 2932760 on 2016/04/04 by Zabir.Hoque
Migrating high resolution cubemaps for skylight and reflection probes.
#rb: Daniel.Wright
Change 2933121 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix free blocks not getting joined
- Fix compile issue
Change 2933122 on 2016/04/05 by Rolando.Caloca
DR - Do not shorten dumped shaders path
Change 2933126 on 2016/04/05 by Rolando.Caloca
DR - vk - Index Buffers using new resource management
Change 2933127 on 2016/04/05 by Rolando.Caloca
DR - vk - Extract multibuffer off index buffer
Change 2933131 on 2016/04/05 by Rolando.Caloca
DR - vk - Transition to vb's using mutlibuffer
Change 2933136 on 2016/04/05 by Rolando.Caloca
DR - vk - Change staging buffers to use resource allocation system
- Fix free block not getting joined
- Remove define
Change 2933140 on 2016/04/05 by Rolando.Caloca
DR - vk - 'static' textures now use resource mgmt
- Release free pages back to the OS
- Remove ensure
Change 2933152 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix aliasing granularity
- Fix renderpass end/copy buffer ensure
Change 2933155 on 2016/04/05 by Rolando.Caloca
DR - SCW - Fix for -directcompile to directly load file for preprocessor
Change 2933158 on 2016/04/05 by Rolando.Caloca
DR - hlslcc - Error on Metal if trying to R & W on RWTextures
- Fix indices on RW reads to be unsigned
#codereview Mark.Satterthwaite, Michael.Trepka
Change 2933169 on 2016/04/05 by Rolando.Caloca
DR - vk - Move header to public to match changes on DevMobile
Change 2933173 on 2016/04/05 by David.Hill
Deferred decal rendering with negative scale
#rb:Matrin.Mittring
#jira:UE-27389
Change 2933273 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix renderdoc markers
Change 2933274 on 2016/04/05 by Rolando.Caloca
DR - Support for -AttachDebugger
Change 2933316 on 2016/04/05 by Rolando.Caloca
DR - vk - Compile fix whene enabling define
Change 2933334 on 2016/04/05 by Rolando.Caloca
DR - Compile fix
#codereview Martin.Mittring
Change 2933805 on 2016/04/05 by Brian.Karis
Temporal AA dynamic antighosting.
Fixed DOF
Change 2933811 on 2016/04/05 by Brian.Karis
Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around.
Change 2933812 on 2016/04/05 by Brian.Karis
Fixed fresnel on SSS skin.
Change 2933813 on 2016/04/05 by Brian.Karis
Tessellation fix
Change 2933816 on 2016/04/05 by Brian.Karis
Improved forward shading support
[CL 2943241 by Gil Gribb in Main branch]
- Enabled with either r.XGEShaderCompile=1 in ConsoleVariables.ini, or -xgeshadercompile command line argument.
[CL 2390644 by Daniel Wright in Main branch]