Commit Graph

31 Commits

Author SHA1 Message Date
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Ben Marsh
56b18f3424 Fix monolithic editor compile errors.
* IMPLEMENT_MODULE must take the module name as the second parameter.
* Some functions declared in a header but not marked as inline, causing duplicate symbol errors when linking.
* GetPathPostfix() function duplicated in two files.
* lws_debugLog function duplicated in two files.

#rb none
#codereview Josh.Adams, Mike.Beach
#lockdown Nick.Penwarden

[CL 3239521 by Ben Marsh in Main branch]
2016-12-19 08:35:11 -05:00
Ben Marsh
6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Andrew Grant
213f53c7e4 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden

Change 3196499 on 2016/11/14 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3196473

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3195674 on 2016/11/11 by Laurent.Delayen

	Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
	Fixes https://jira.it.epicgames.net/browse/OR-31509

	#rb lina.halper
	#tests twinblast ult multiPIE

Change 3195245 on 2016/11/11 by Dan.Hertzka

	Card crafting progress
	- Device responds to UI actions appropriately and infinitely
	- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
	- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
	- Non-reversible timelines all now play from start (so they work more than once)

	Engine-side:
	- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
	- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget

	#rb none
	#tests PIE crafting

Change 3194616 on 2016/11/11 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3194604

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3193875 on 2016/11/10 by Andrew.Grant

	Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
	#jira UE-38496
	#tests compiled
	#rb none
	#c0dereview Marcus.Wassmer

Change 3193368 on 2016/11/10 by Mieszko.Zielinski

	Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3193280 on 2016/11/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3193232

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3192376 on 2016/11/09 by Laurent.Delayen

	RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490

	#rb none
	#tests riftmage blackhold multiPIE

Change 3192243 on 2016/11/09 by Laurent.Delayen

	UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266

	#rb none
	#tests Jump pads on Sovereign2 multiPIE

Change 3191985 on 2016/11/09 by Laurent.Delayen

	Additional debug info for https://jira.it.epicgames.net/browse/OR-31300

	#rb none
	#tests compiles

Change 3191565 on 2016/11/09 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3191371

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3190702 on 2016/11/08 by David.Ratti

	Fix PIE autologgin mcp problem

	#rb JoshM
	#tests PIE autologgin

Change 3190591 on 2016/11/08 by Mieszko.Zielinski

	Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3190363 on 2016/11/08 by Frank.Gigliotti

	Root motion velocity clamping and bug fixes;

	* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.

	* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks.  This ensures the desired velocity is set correctly.

	* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.

	#RB David.Ratti, Zak.Middleton
	#c0dereview Zak.Middleton
	#Tests PIE - Multiple heroes with root motion abilities

Change 3190344 on 2016/11/08 by Laurent.Delayen

	RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
	Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
	Minor tweaks:
	- Test for ID before TimeStamp
	- Changed auto to proper type.
	- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.

	#rb none
	#tests multiPIE

Change 3190217 on 2016/11/08 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3190009

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3188560 on 2016/11/07 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3187796

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3188012 on 2016/11/05 by Andrew.Grant

	Merging using ROBO://Orion/Main->//Orion/Dev-General
	#rb #tests na

Change 3187818 on 2016/11/04 by Michael.Noland

	Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
	- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails

	Upgrade notes:
	- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
	- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
	- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again

	#rb matt.kuhlenscmidt
	#tests Tested various PIE configurations in Paragon

Change 3187756 on 2016/11/04 by Michael.Noland

	Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
	#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
	#rb ben.ziegler

Change 3187258 on 2016/11/04 by Dan.Hertzka

	- UTextBlock::SetText is now virtual

	- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS

	#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
	#rb none
	#tests PIE

Change 3187157 on 2016/11/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Case fix for staged files
	#rb Ben.Marsh
	#tests preflighted

	#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3186870 on 2016/11/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3186846

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3186243 on 2016/11/03 by Michael.Noland

	Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
	- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
	#jira OR-23184
	#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
	#rb ben.ziegler

Change 3185134 on 2016/11/03 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3185065

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3183689 on 2016/11/02 by Aaron.McLeran

	OR-31091 Implementing 3175639 in Dev-General

	#rb zak.middleton
	#tests unplug headphones and observe no log spam or other issues

Change 3183292 on 2016/11/02 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3182926

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3182323 on 2016/11/01 by Dan.Hertzka

	Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)

	#c0dereview Nick.Darnell
	#rb Stephan.Jiang
	#tests none

Change 3182295 on 2016/11/01 by Daniel.Lamb

	Fixed up routing BeginDestroy.
	#rb Andrew.Grant
	#jira OR-31043
	#test Paragon win64 -game

Change 3181975 on 2016/11/01 by Daniel.Lamb

	Make sure to remove safe zone delegate when canvas is destroyed.
	Moved registration of safe zone delegate to constructor.
	#rb Michael.Noland
	#jira OR-31043
	#test Paragon win64 -game

Change 3181895 on 2016/11/01 by Daniel.Lamb

	Make sure to remove safe zone delegate when canvas is destroyed.
	Moved registration of safe zone delegate to constructor.
	#rb Michael.Noland
	#jira OR-31043
	#test Paragon win64 -game

Change 3181892 on 2016/11/01 by Michael.Trepka

	Copy of CL 3162466

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#rb Mark.Satterthwaite
	#jira UE-37088
	#tests Cooked MacNoEditor data on Windows

Change 3181624 on 2016/11/01 by David.Ratti

	Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates

	#rb none
	#tests golden path w/ extra logging to verify final value is what is broadcasted

	#c0dereview Billy.Bramer, Fred.Kimberley

Change 3181574 on 2016/11/01 by Jason.Bestimt

	#ORION_DG - Fixing up R0B0MERGE issue

	#RB:none
	#Tests:none

Change 3180859 on 2016/10/31 by Brian.Karis

	Removed SSAO from hair

Change 3180320 on 2016/10/31 by Daniel.Lamb

	Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
	#rb Andrew.Grant
	#test Paragon rebuild lighting
	#jira OR-30841

Change 3180227 on 2016/10/31 by Laurent.Delayen

	Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
	Will be turned into a warning message in the BP editor.

	#c0dereview benn.gallagher
	#rb none
	#tests none

Change 3179903 on 2016/10/31 by jason.bestimt

	#ORION_MAIN - Merge 34.2 @ CL 3179886

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3177903 on 2016/10/28 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34 @ CL 3177869

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3175548 on 2016/10/26 by Michael.Noland

	GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
	#rb david.ratti
	#c0dereview billy.bramer
	#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game

Change 3175544 on 2016/10/26 by Bart.Hawthorne

	Draft in replays improvements:
	- Marker added to timeline bar that shows when the level change happens
	- Added "Skip Draft" button when loading a replay which will bypass the draft
	- Only PvP matches will record replays
	- Added "Exit Replay" button to hamburger menu while in draft
	- No longer load hero data before viewing a replay if not skipping draft
	- Enable replay recording in PvP

	#rb john.pollard
	#c0dereview paul.moore
	#tests nomcp golden path up to spawnpoint, created and loaded several replays

Change 3175533 on 2016/10/26 by Michael.Noland

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	#jira UE-37249
	#jira UE-37243

	#rb robert.manuszewski
	#lockdown robert.manuszewski

	[reimplementing CL# 3165739 from Release-4.13]

	#tests Compiled

Change 3175311 on 2016/10/26 by Daniel.Lamb

	Added support for safe zone change.
	Messed up files in last checkin
	#test Ps4 paragon
	#jira OR-30506
	#rb Matt.Kuhlenschmidt

Change 3175298 on 2016/10/26 by Daniel.Lamb

	Added support for updating safe area
	#rb Matt.Kuhlenschmidt
	#c0dereview Andrew.Grant Nick.Darnell
	#test Ps4 paragon
	#jira OR-30506

Change 3175209 on 2016/10/26 by David.Ratti

	Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.

	#rb none
	#tests pie

Change 3174858 on 2016/10/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34/33.2 @ CL 3174784

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3174822 on 2016/10/26 by Marcus.Wassmer

	Duplicate 3174187
	#jira UE-37020
	#rb marc.audy
	#test create/destroy effects with HQ lights in editor.

Change 3174344 on 2016/10/25 by Ryan.Gerleve

	Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.

	#rb john.pollard
	#tests golden path

Change 3174270 on 2016/10/25 by Marcus.Wassmer

	Add LightingChannel control to High Quality particle lights.
	#rb none
	#test tested different lighting channels.

Change 3173855 on 2016/10/25 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34 @ CL 3173292

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3173843 on 2016/10/25 by Michael.Trepka

	Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3173783 on 2016/10/25 by Dan.Youhon

	Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)

	#rb None
	#tests MultiPIE

Change 3173734 on 2016/10/25 by Dan.Youhon

	Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128

	#rb None
	#tests MultiPIE

Change 3173714 on 2016/10/25 by David.Ratti

	Add Game and Engine Compat versions for replays

	#coderview John.Pollard
	#rb Lietz
	#tests golden path, replays

Change 3173681 on 2016/10/25 by Bart.Hawthorne

	Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.

	The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.

	Also fixed a warning on the dedicated server related to abandoning a draft.

	#rb john.pollard
	#c0dereview josh.markiewicz, paul.moore
	#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing

Change 3173677 on 2016/10/25 by Andrew.Grant

	Reenabled audio thread
	Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
	#tests na
	#rb Gil.Gribb

Change 3173588 on 2016/10/25 by Ryan.Gerleve

	Added a replication condition to skip replays.

	#tests golden path
	#rb john.pollard

Change 3172692 on 2016/10/24 by Marcus.Wassmer

	Fix OR-30390 caused by missing mutex lock
	#rb none
	#test compile ps4

Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt

	Fix blur widget not respecting clip rects

	#rb none
	#tests paragon blur widget clipping bugs

Change 3171570 on 2016/10/23 by Mieszko.Zielinski

	Moved Bots' enemy selection eqs query triggering to native code #Orion

	Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
	Also, made couple of tweaks to positioning and tower attacking behavior of melee bots

	#rb none
	#test golden path

Change 3171100 on 2016/10/21 by Aaron.Eady

	FGameplayCueTagDetails;

	Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.

	#rb David.Ratti (actually wrote the code)
	#tests PIE

Change 3171060 on 2016/10/21 by Ryan.Gerleve

	Some cleanup and fixes for deathcam:
	The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
	Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
	Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
	Added comment to  UAbilitySystemComponent::OnComponentDestroyed.

	#rb john.pollard
	#tests golden path, enabled deathcam

Change 3171041 on 2016/10/21 by Ryan.Gerleve

	Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.

	#rb john.pollard
	#tests golden path

Change 3170917 on 2016/10/21 by Mieszko.Zielinski

	Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion

	#rb none
	#test golden path

Change 3170914 on 2016/10/21 by Mieszko.Zielinski

	Fixed EQS scoring bug resulting in some items getting NaN scored #UE4

	The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
	Removed a bunch of deprecated code while there

	#rb Lukasz.Furman
	#test golden path

Change 3170912 on 2016/10/21 by Mieszko.Zielinski

	Manual merge of crucial BT fixed over from //Fortnite/Main #UE4

	Original CL#3159145 , CL#3159892

	#rb Lukasz.Furman
	#test golden path

Change 3170478 on 2016/10/21 by David.Ratti

	fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.

	#rb none
	#tests editor

Change 3170231 on 2016/10/21 by Ryan.Gerleve

	Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.

	#tests golden path, PIE
	#c0dereview john.pollard
	#rb none

Change 3170074 on 2016/10/20 by Ryan.Gerleve

	Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.

	CL 3169209

	#tests golden path, replays
	#rb none

Change 3170019 on 2016/10/20 by Ryan.Gerleve

	Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.

	CLs:
	3134499
	3134771
	3135279
	3137140
	3138081
	3140413
	3150142
	3142515
	3162189
	3162194

	#tests golden path
	#rb none

Change 3169686 on 2016/10/20 by Michael.Trepka

	Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.

	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3169668 on 2016/10/20 by Max.Chen

	Sequencer - Don't crash when a bool track or visibility track has a null runtime object.

	Copy from Odin

	#rb none
	#tests opened a recorded sequence

Change 3169657 on 2016/10/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_33 - Fix for localization export of web data

	Fixed export of localized formatted text

	- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
	- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
	- Updated the translation picker to use GetHistoricFormatData.
	- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
	- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.

	[c0dereviewed]: jamie.dale
	#RB:none
	#Tests:Exported game data!

	#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3169616 on 2016/10/20 by David.Ratti

	missed file
	#rb none
	#tests none

Change 3169597 on 2016/10/20 by David.Ratti

	Missed include
	#rb DanH
	#tests none

Change 3169393 on 2016/10/20 by David.Ratti

	AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks

	#rb none
	#tests pie

Change 3168287 on 2016/10/19 by Mieszko.Zielinski

	Expanded EQS info logged with vlog #UE4

	#rb none
	#test golden path

Change 3168282 on 2016/10/19 by David.Ratti

	Restore warning when multiple GC notifies try to handle the same tag.

	#rb none
	#tests compile, launch editor, see warnings, cry

Change 3168196 on 2016/10/19 by Jon.Lietz

	compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.

	#RB none
	#tests compiles

Change 3168041 on 2016/10/19 by Michael.Trepka

	Don't restore saved resolution on window activation in non-fullscreen modes

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3167859 on 2016/10/19 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

	Implementing in Dev-General for Joey since he needs the fix ASAP.

	#rb Jeff.Campeau
	#tests perform tests described in JIRA bug.

Change 3167790 on 2016/10/19 by Andrew.Grant

	Duplication of 3167569 from //Odion/Main for Paragon cinematics
	#rb none
	#tests compiled

Change 3167682 on 2016/10/19 by Laurent.Delayen

	Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473

	#rb ori.cohen, benn.gallagher
	#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.

Change 3167466 on 2016/10/19 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3167368

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3167312 on 2016/10/19 by Mieszko.Zielinski

	Fixed EQS template cache issues with multiple query run modes #UE4

	#rb Lukasz.Furman
	#test golden path
	#jira UE-37496

Change 3166784 on 2016/10/18 by Laurent.Delayen

	Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)

	#rb none
	#c0dereview benn.gallagher
	#test Chains in Persona

Change 3166641 on 2016/10/18 by Mieszko.Zielinski

	Made the value span used for EQS item score normalization configurable #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3166632 on 2016/10/18 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Added support for multiple deployment sandboxes on PS4.

	BuildCookRun -deploy=SomeDir
	ps4.elf -deployedbuild=SomeDir

	Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.

	#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
	[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
	#rb none

	#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3166494 on 2016/10/18 by Michael.Noland

	Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
	#jira OR-13877
	#rb david.ratti
	#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays

Change 3166476 on 2016/10/18 by Michael.Noland

	Cooker: Deleting dead GenerateManifestInfo methods
	#tests Compiled
	#rb none
	#c0dereview daniel.lamb

Change 3166471 on 2016/10/18 by Michael.Noland

	Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
	[reimplementing CL# 3157138 by Mike.Beach]
	#jira UE-37107
	#rb Dan.OConnor
	#tests Tested multiplayer PIE and opening an anim BP

Change 3166460 on 2016/10/18 by Michael.Noland

	Particles: Prevent log spam on servers about stripped emitters
	#rb graeme.thornton
	[reimplementing CL# 3157862 by Simon.Tovey]
	#tests Ran an uncooked server and tested golden path

Change 3166339 on 2016/10/18 by Laurent.Delayen

	oops, this file got away.

	#rb none
	#tests none

Change 3166337 on 2016/10/18 by Laurent.Delayen

	Fix for AnimDynamics Wind crash.
	https://jira.it.epicgames.net/browse/OR-30351

	Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.

	#rb benn.gallagher
	#c0dereview lina.halper, thomas.sarkanen
	#tests Vamp

Change 3166207 on 2016/10/18 by Mieszko.Zielinski

	Bot perception work #Orion

	Added a new sense that makes bots know about enemies visible on the minimap
	Made jungle minions do not register as sight sources
	Cleaned up bot perception component a bit

	#rb none
	#test golden path

Change 3166138 on 2016/10/18 by Michael.Noland

	Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
	#c0dereview dan.oconnor
	#rb none
	#tests Tested opening an anim BP during multiplayer PIE

Change 3165860 on 2016/10/18 by David.Ratti

	remove some debug code that wasn't intended to be checked in
	#rb none
	#tests compile

Change 3165288 on 2016/10/17 by Ian.Fox

	#XMPP - Add correlation id attribute to outgoing stanzas
	#RB Rob.Cannaday
	#Tests Correlation IDs come back in responses to xmpp messages we send
	#JIRA OGS-409

Change 3165096 on 2016/10/17 by David.Ratti

	Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.

	#rb none
	#tests PS4/PC crossplay

Change 3164973 on 2016/10/17 by Dan.Hertzka

	Fix link error

	#rb #tests compile

Change 3164910 on 2016/10/17 by Lukasz.Furman

	fixed bug in merging behavior tree searches
	copy of CL 3164903
	#ue4
	#rb Mieszko.Zielinski
	#tests none

Change 3164908 on 2016/10/17 by Dan.Hertzka

	Exposing the blur widget for use in Paragon
	** Use OrionBlurWidget, not the base BackgroundBlurWidget

	- Added it to the hero and default tooltips for reference

	#rb none
	#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
	#tests PIE

Change 3164482 on 2016/10/17 by David.Ratti

	Editor loadtime improvements
	* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.

	* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.

	* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.

	* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.

	* -game -nomcp will now properly async load initial set of data

	* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally

	* Added new log category: LogOrionStartup

	#rb none
	#c0dereview Dan.Hertzka
	#tests pie, golden path, cooked PS4

Change 3163635 on 2016/10/14 by Laurent.Delayen

	AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.

	#rb none
	#c0dereview martin.wilson, thomas.sarkanen
	#tests fixes Twinblast's primary fire blend out having a frame a lag.

Change 3163620 on 2016/10/14 by Laurent.Delayen

	AnimNode_Slot debug: Show actual slot local weight, instead of always 1.

	#rb none
	#c0dereview martin.wilson
	#tests twinblast debug

Change 3163061 on 2016/10/14 by Andrew.Grant

	Pulling test framework changes into seprate CL
	#rb #tests na

Change 3162675 on 2016/10/13 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging test framework changes down early.
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3162062 on 2016/10/13 by Michael.Trepka

	Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3161489 on 2016/10/13 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3161453

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3160664 on 2016/10/12 by Ben.Salem

	Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
	#rb adric.worley
	#tests Ran All Ftests that start with S

Change 3159866 on 2016/10/12 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3159727

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3158870 on 2016/10/11 by John.Barrett

	Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.

	#JIRA OR-29219

	#rb none

	#tests compiles, client/server

Change 3158336 on 2016/10/11 by Lukasz.Furman

	string pulling for local navigation grids
	#ue4
	#rb Mieszko.Zielinski
	#tests PIE

Change 3158203 on 2016/10/11 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3158043

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt

	Added a blur widget to umg that applies a blur effect to whatever is behind the widget
	- The widget has a content slot that can be used to display unblurred content on top of the blur
	- The widget has a low quality mode brush that can be applied instead of the background blur.  This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
	- This widget is currently expermental and must be subclassed to be used
	#tests Tested on PS4, PC, Mac (opengl and metal)
	#rb nick.darnell

Change 3157232 on 2016/10/10 by Lukasz.Furman

	added local navigation grids: dynamic obstacles on static navmesh
	#ue4
	#rb Mieszko.Zielinski
	#tests none, disabled by default

Change 3157112 on 2016/10/10 by Laurent.Delayen

	Removed my layer anim node fix, since Martin did a similar fix.

	#rb none
	#tests compiles
	#c0dereview martin.wilson

Change 3156789 on 2016/10/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3156726

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3156717 on 2016/10/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging 3156681 from //Orion/Release-33 to Main
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3156596 on 2016/10/10 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)

	#Jira OR-30017
	#rb Lina.Halper
	#tests Tested affected anim nodes in editor

Change 3156149 on 2016/10/08 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3155444 on 2016/10/07 by David.Ratti

	-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
	-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.

	#rb none
	#tests golden path

Change 3155228 on 2016/10/07 by Michael.Trepka

	Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main

	Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left

	#rb Dmitry.Rekman
	#tests Tested in editor build on PC

Change 3154910 on 2016/10/07 by Lukasz.Furman

	added new accessors in TSimpleCellGrid and inlined bunch of functions
	#ue4
	#rb none
	#tests none

Change 3154906 on 2016/10/07 by Lukasz.Furman

	adjusted comments for FGraphAStar
	#ue4
	#rb none
	#tests none

Change 3154679 on 2016/10/07 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33 @ CL 3154662

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3153638 on 2016/10/06 by Andrew.Grant

	Duplicating fix for  UE-36087 from UE4
	#rb #tests na

Change 3153325 on 2016/10/06 by David.Ratti

	CurveTableSets: support for multiple spread sheets
	-Sovereign data located in Sovereign subfolder, cloned from base data.

	#rb none
	#tests PIE, golden path

Change 3153318 on 2016/10/06 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge DUI @ CL 3152667

	#RB:none
	#Tests:none

	[c0dereviewed]: kerrington.smith, matt.schembari

	#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3153268 on 2016/10/06 by David.Ratti

	Missed file for engine changes
	#rb none
	#tests none

Change 3153264 on 2016/10/06 by David.Ratti

	Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.

	#rb none
	#tests paragon editor

Change 3153204 on 2016/10/06 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2/33 @ CL 3152587

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3152699 on 2016/10/05 by Andrew.Grant

	I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)

	-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
	-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
	-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
	-Split some Orion tests into seprate scripts
	-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
	-Added controllers for Boot, Soak, and Leak checks
	-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
	-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
	-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
	-OrionBot code no longer caches command line since some TestControllers set it at runtime
	-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.

	#rb none
	#tests verified all of the above and much more!
	#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland

Change 3152605 on 2016/10/05 by Andrew.Grant

	Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
	Added Editor ScaleRef stuff to Orion to suppress cooked warning
	#rb none
	#c0dereview Marcus.Wassmer
	#tests Verified warning about ScaleRef being missing is gone

Change 3152596 on 2016/10/05 by Andrew.Grant

	Made ASLR an option that can be disabled.
	Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
	Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon

	#c0dereview Luke.Thatcher
	#rb none
	#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal

Change 3152399 on 2016/10/05 by Josh.Markiewicz

	#UE4 - temporary fix for OSS R0B0MERGE issue
	#rb david.nikdel
	#test compiles

Change 3150916 on 2016/10/04 by Daniel.Lamb

	Removed warning when shader compiler is in a bad state.
	#rb Andrew.Grant
	#jira OR-29580
	#test Cook paragon

Change 3150889 on 2016/10/04 by Ben.Salem

	Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
	#rb adric.worley
	#tests Ran several commands to see log output.

Change 3150844 on 2016/10/04 by Lukasz.Furman

	compilation fix
	#rb none
	#tests none

Change 3150759 on 2016/10/04 by Lukasz.Furman

	added "hidden" state to gameplay debugger category
	#ue4
	#rb Mieszko.Zielinski
	#tests config changes and PIE

Change 3150758 on 2016/10/04 by Lukasz.Furman

	pass on SimpleCellGrid template to make it usable for local navigation grids
	#orion
	#rb Mieszko.Zielinski
	#tests PIE on agora, AI tactics debug on agora

Change 3150567 on 2016/10/04 by Dan.Hertzka

	Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
	- Not in actual use anywhere yet

	#rb none
	#tests PIE

Change 3150307 on 2016/10/04 by Laurent.Delayen

	Removed check() not considering SimulatedRootMotion for RemoteClients.

	#rb none
	#tests compiles

Change 3150236 on 2016/10/04 by Josh.Markiewicz

	#UE4 - added documentation to FNetworkNotify interface
	- fixed bad UE_LOG category while double checking the above
	#rb none
	#tests compiles

Change 3150206 on 2016/10/04 by Josh.Markiewicz

	#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
	- removed similar function from UGameInstanceCommon
	- more common usage location
	#rb none
	#c0dereview paul.moore
	#tests rejoin vectors and golden path

Change 3150073 on 2016/10/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2/33 @ CL 3150010

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3150031 on 2016/10/04 by Mieszko.Zielinski

	New AIData provider that generated random numbers #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3149946 on 2016/10/04 by Ben.Woodhouse

	Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()

	We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.

	#jira OR-26778
	#rb luke.thatcher
	#tests compile, run Win64 with -game, run editor

Change 3149743 on 2016/10/03 by Ben.Salem

	Null check for blank test names when making functional tests to repair crash on server.
	#rb nick.darnell
	#tests Ran multiple FTests

Change 3149460 on 2016/10/03 by Laurent.Delayen

	Refactored TickCharacterPose.
	Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
	Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().

	Fixes human players always calling TickPose regardless of settings on dedicated servers.
	Also addresses Jira UE-34720

	#rb martin.wilson
	#tests networked Vamp x2 + golden path

Change 3149435 on 2016/10/03 by Mieszko.Zielinski

	Fixed a bug in EQS item score normalization for the purposes of drawing #UE4

	Also, made printed out scores not normalized since seeing original EQS calculated score desirable

	#rb Lukasz.Furman
	#test golden path

Change 3148550 on 2016/10/03 by John.Barrett

	Fixed bad/blocking ensure added in FBitReader. OR-29219

	#tests compile
	#rb none

Change 3147460 on 2016/09/30 by Laurent.Delayen

	Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
	Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.

	#rb michael.noland
	#tests Golden Path

Change 3146677 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

	#rb Andrew.Rodham
	#tests Ran the gather

Change 3146555 on 2016/09/30 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3146524

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3146129 on 2016/09/29 by Michael.Noland

	Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
	#c0dereview marc.audy
	#rb none
	#tests Tested ToggleDebugCamera with slomo 0.00001

Change 3145574 on 2016/09/29 by Adric.Worley

	Fix FunctionalTestingManager not compiling when included

	#tests compile
	#rb mieszko.zielinski

Change 3145224 on 2016/09/29 by Michael.Trepka

	Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid

	#rb Dmitry.Rekman
	#tests Tested editor build on PC

Change 3145132 on 2016/09/29 by Alexis.Matte

	Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
	#jira OR-29617
	#rb matt.kuhlenschmidt
	#test none

Change 3144926 on 2016/09/29 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3144835

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3144920 on 2016/09/29 by Benn.Gallagher

	Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
	#rb James.Golding
	#tests Editor + -game vamp RMB abilities using new notify

Change 3144055 on 2016/09/28 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: ben.marsh
	BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.

	#rb none
	#tests Compared exported job definition before and after

	#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3143801 on 2016/09/28 by Mieszko.Zielinski

	Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion

	Also, made failing to do so not fails a check

	#rb Lukasz.Furman
	#test golden path
	#c0dereview Aaron.Eady

Change 3142377 on 2016/09/27 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Fix crashes when using GBuffer resources in simpleforward mode.
	#rb Daniel.Wright
	#test vamp Q on low settings.

	#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3141628 on 2016/09/27 by David.Ratti

	Guard against recursion in WaitGameplayEffectApplied ability task

	#rb none
	#tests pie crash case

Change 3141497 on 2016/09/27 by Marcus.Wassmer

	Duplicate 3123743
	Separate skeletal/static mesh lod interfaces
	#rb none
	#test created an LOD for vamp locally.

Change 3140832 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Remove dubious non-threadsafe GBuffer reference adjustments.
	Possibly fix OR-29506
	#rb none
	#test PC on all settings

	#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3140828 on 2016/09/26 by Uriel.Doyon

	Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
	#rb marcus.wassmer
	#tests running lighting build with command let & loading editor

Change 3140331 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Cloning fix for UE-36253 from //UE4/Dev-Framework/...
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139976 on 2016/09/26 by David.Ratti

	balance tweaker + some prep for multiple data tables support

	#rb none
	#tests pie, golden path

Change 3139904 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Adding code to log name of package that refuses to load...
	#rb none
	#tests compiled

	#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139871 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Fixes for OR-29229 and OR-29413
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139751 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3139692

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139451 on 2016/09/25 by Uriel.Doyon

	Submitted a workaround for the lighting build command let crash.
	#rb none
	#tests loaded editor, built lighting command let

Change 3138304 on 2016/09/23 by David.Ratti

	Fix checkslow in Debug editor
	#rb none
	#tests debug editor
	#c0dereview Martin.Wilson

Change 3138068 on 2016/09/23 by Laurent.Delayen

	Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
	Fixes Steel's curves all getting matched to 'DistanceCurve'

	#rb martin.wilson
	#tests Steel's curve are not all 'DistanceCurve'

Change 3137830 on 2016/09/23 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3137699

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3137657 on 2016/09/23 by Ben.Marsh

	Fix initialization order warning.

	#rb none
	#tests none

Change 3137628 on 2016/09/23 by bruce.nesbit

	Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster

	#rb none

	#tests Compiled NU

Change 3137538 on 2016/09/23 by Thomas.Sarkanen

	Fix crash rendering sequence with keyframed material parameters

	Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:

	Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.

	#tests Rendered out problematic sequence successfully multiple times
	#rb none
	#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
	#c0dereview Frank.Fella

Change 3136580 on 2016/09/22 by Ben.Marsh

	Merging CL 3136158 to fix support for generating project files with Visual Studio Express.

	#rb none
	#tests none

Change 3136574 on 2016/09/22 by Michael.Trepka

	Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode

	#rb Marcus.Wassmer
	#tests Tested editor build on PC

Change 3136293 on 2016/09/22 by Adric.Worley

	Add BlueprintType to EFunctionalTestResult

	#tests editor
	#rb ben.salem
	#c0dereview nick.darnell

Change 3136240 on 2016/09/22 by Andrew.Grant

	Merging from //UE4/Main @ 3135156
	#rb none
	#tests QA pass and local golden path

Change 3136197 on 2016/09/22 by Jamie.Dale

	Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes

	#rb Gareth.Martin
	#tests Loaded the map that was crashing

Change 3135914 on 2016/09/22 by Dan.Youhon

	Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
	- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
	- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)

	#rb None
	#tests MultiPIE
	#R0B0MERGE: MAIN, 32.2, 32.1

Change 3135893 on 2016/09/22 by David.Ratti

	GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer

	#rb none
	#tests gameplaycue editor

Change 3135843 on 2016/09/22 by jason.bestimt

	#ORION_MAIN - Merge 32.2 @ CL 3135756

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

	#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
	#c0dereview: jason.bestimt

Change 3134639 on 2016/09/21 by jason.bestimt

	#ORION_MAIN - Merge 32.2 @ CL 3133910

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

	#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#c0dereview: jason.bestimt

Change 3134367 on 2016/09/21 by Ben.Woodhouse

	More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
	#rb daniel.wright
	#tests none

Change 3134176 on 2016/09/21 by Jason.Bestimt

	#ORION_DG - UnrealPak speed improvements

	Moving shelved CL to DG and submitting for DanielL

	#RB:none
	#Tests:none

	#c0dereview: andrew.grant, daniel.lamb

Change 3134129 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

	#rb none
	#tests Built UAT

Change 3133864 on 2016/09/21 by Ben.Woodhouse

	Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.

	Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
	#c0dereview daniel.wright
	#rb luke.thatcher
	#jira OR-29262
	#tests yes

Change 3133849 on 2016/09/21 by Martin.Wilson

	Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1

	#rb Jurre.DeBaare
	#tests Editor tests with mambo pose asset
	#jira UE-36189

Change 3133546 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Null merge of 3131588.  Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
	#rb none
	#tests none
	[c0dereviewed] Jason.Bestimt

	#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3133487 on 2016/09/20 by Michael.Noland

	Automation: Added Automation to the manual autocomplete list

Change 3133363 on 2016/09/20 by Daniel.Lamb

	Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
	#rb Trivial
	#test Compile automation tool

Change 3132956 on 2016/09/20 by Benn.Gallagher

	Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
	#tests Editor, apex reimport
	#rb none

Change 3132403 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3132254

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3132332 on 2016/09/20 by Andrew.Grant

	Replicated UE4/Main fix for missing materials pane
	#rb none
	#tests verified material pane shows

Change 3132131 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging automation work from //Orion/Release-32.2 to Main
	#rb none
	#tests verified functionality

	#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3131698 on 2016/09/19 by Andrew.Grant

	Qucik fix to unblock build. Will follow up correct way tomorrow
	#rb none
	#tests blueprint compiles

Change 3131489 on 2016/09/19 by Andrew.Grant

	Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
	#rb none
	#tests QA pass in Orion-Staging, Golden path post merge

Change 3131350 on 2016/09/19 by Adric.Worley

	Fix functional test reporting typo

	#tests PIE
	#rb ben.salem

Change 3130959 on 2016/09/19 by Mieszko.Zielinski

	Compilation fix #UE4

	#rb none
	#test compilation

Change 3130904 on 2016/09/19 by Mieszko.Zielinski

	Couple of generic AI perception fixes #UE4

	Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
	Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
	Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call

	#rb Lukasz.Furman
	#test golden path

Change 3130304 on 2016/09/19 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3130115

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
Nick Shin
bf99b65065 jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
these came from:
fd48bc0e4a

#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
#rb none
#lockdown josh.adams

[CL 3180928 by Nick Shin in Main branch]
2016-10-31 21:17:42 -04:00
Matthew Griffin
4136b4f3f8 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3167010 on 2016/10/19 by Dmitriy.Dyomin

	Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
	Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
	#jira UE-36397

Change 3166824 on 2016/10/18 by Alexis.Matte

	Fix re-import of mesh material assignment regression
	#jira UE-37479

Change 3166821 on 2016/10/18 by Alexis.Matte

	Make sure the old asset are build correctly
	#jira UE-37461

Change 3166740 on 2016/10/18 by Lina.Halper

	Fix crash with hide name when bone buffer doesn't exist due to slave component
	#jira: UE-37467

Change 3166737 on 2016/10/18 by Jeff.Campeau

	Fix double release in PhysX if there's an exception during shutdown

	#jira UE-37058

Change 3166733 on 2016/10/18 by Chris.Babcock

	Add missing MultiviewOVR functions for Android deferred
	#jira UE-37401
	#ue4
	#android

Change 3166719 on 2016/10/18 by Richard.TalbotWatkin

	Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
	#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint

Change 3166701 on 2016/10/18 by Daniel.Wright

	Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
	#jira UE-37317

Change 3166549 on 2016/10/18 by Alexis.Matte

	Make sure the vertex paint circle brush is display when painting
	#jira UE-37462

Change 3166459 on 2016/10/18 by Mitchell.Wilson

	Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
	#jira UE-37471

Change 3166435 on 2016/10/18 by Mitchell.Wilson

	Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
	#jira UE-29718

Change 3166363 on 2016/10/18 by Mitchell.Wilson

	copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
	Rebuilt lighting for shootergame levels and added build data for each level.
	#jira UE-37435

Change 3166342 on 2016/10/18 by Rolando.Caloca

	UE4.14 - Fix for crash on splines with decals
	#jira UE-36864

Change 3166315 on 2016/10/18 by Ori.Cohen

	Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.

	#JIRA UE-21572, UE-37429

Change 3166274 on 2016/10/18 by Peter.Sauerbrei

	deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
	#jira UE-37034

Change 3166238 on 2016/10/18 by Max.Preussner

	MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
	Copied from Dev-Sequencer CL# 3166218

	#jira UE-37470

Change 3166209 on 2016/10/18 by Daniel.Lamb

	Fixed issue with launch on marking packages as dirty.
	#test Cook shooter game
	#jira UE-37455

Change 3165901 on 2016/10/18 by Jamie.Dale

	Fixed Clang error caused by missing return type

	#jira UE-37421

Change 3165774 on 2016/10/18 by Steve.Robb

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	Copied from CL# 3165739.

	#jira UE-37249
	#jira UE-37243

Change 3165457 on 2016/10/17 by Max.Chen

	Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.

	#jira UE-37420

Change 3165444 on 2016/10/17 by Max.Chen

	Sequencer: Fix reset view range so that it's a no-op when the range is negative.

	#jira UE-37412

Change 3165257 on 2016/10/17 by Keli.Hlodversson

	Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
	#jira UE-37432

Change 3165225 on 2016/10/17 by Nick.Darnell

	Strategy Game - No longer overrides the engine default iOS build machine to use.
	Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.

	#jira UE-37001

Change 3165110 on 2016/10/17 by Michael.Trepka

	Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script

	#jira UE-36939

Change 3165107 on 2016/10/17 by Mitchell.Wilson

	Resolve CIS content warnings in Shooter Game.
	#jira UE-30791

Change 3165001 on 2016/10/17 by Alexis.Matte

	Bump the static mesh build version to force a rebuild.
	#jira UE-37262

Change 3164928 on 2016/10/17 by Ben.Marsh

	GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.

Change 3164914 on 2016/10/17 by Max.Chen

	Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.

	Copy from Dev-Sequencer

	#jira UE-35285

Change 3164896 on 2016/10/17 by Ben.Marsh

	UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.

Change 3164892 on 2016/10/17 by Jamie.Dale

	Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText

	#jira UE-36977

Change 3164886 on 2016/10/17 by Jamie.Dale

	Fixed issues propagating property changes when editing Blueprints

	- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
	- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
	- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.

	#jira UE-36977

Change 3164884 on 2016/10/17 by Jamie.Dale

	We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor

	#jira UE-36977

Change 3164843 on 2016/10/17 by Ben.Marsh

	UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.

	#jira UE-37386

Change 3164823 on 2016/10/17 by Daniel.Lamb

	Fixed warning about shader compiler stalling.
	#test Cook Shootergame
	#jira UE-37393

Change 3164805 on 2016/10/17 by Alexis.Matte

	Remove the skinxx import workflow for static mesh
	#jira UE-37262

Change 3164803 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting on all template projects
	#jira UE-37317

Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed Editing InlineEditConditionToggle variable inside a blueprint  causing the editor to crash

	#jira UE-37029

Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed crash debugging blueprints in a networked game session
	- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete.  This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.

	#jira UE-37360

Change 3164711 on 2016/10/17 by Chris.Wood

	Added char limit to user description in Crash Report Client
	[UE-37377] - Limit description field size in Crash Report Client

	#jira UE-37377

Change 3164706 on 2016/10/17 by Alexis.Matte

	Fix fbx scene re-import of staticmesh loosing there materials
	#jira UE-37032

Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone

	#jira UE-37300

Change 3164686 on 2016/10/17 by Alexis.Matte

	Remove unwanted re-import setting option in both mesh editor.
	#jira UE-36640

Change 3164622 on 2016/10/17 by Dan.Oconnor

	Duplicating 3153975 and 3155758 in 4.14
	#jira UE-36938

Change 3164620 on 2016/10/17 by Robert.Manuszewski

	UE4 - Critical fix for task graph memory leak.

	(re-implementing CL #3159689 by Gil.Gribb)

	#jira UE-37382
	#fyi Gil.Gribb

Change 3164557 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting in code and bp first person template.
	#jira UE-37317

Change 3164370 on 2016/10/17 by Chris.Wood

	Fix broken application path in Crash Report Client app restart code.
	[UE-36429] - Send and Restart from Crash Reporter does nothing

	#jira UE-36429

Change 3164329 on 2016/10/17 by Dmitriy.Dyomin

	Fixed: Shader compile error using Point Lights Nvidia Shield
	#jira UE-25671

Change 3164219 on 2016/10/16 by Max.Chen

	Fix CDO Constructor errors

	Copy from Dev-Sequencer

	#jira UE-36787

Change 3164173 on 2016/10/16 by Zachary.Wilson

	Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections

	#jira UE-29618

Change 3164171 on 2016/10/16 by Benjamin.Hyder

	Re-Saving TM-Noise to update camera position

	#jira UE-29618

Change 3164169 on 2016/10/16 by Benjamin.Hyder

	Updating TM-Noise map to include VectorVoronoi noise material

	#jira UE-29618

Change 3164022 on 2016/10/15 by zachary.wilson

	Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node

	#jira UE-29618

Change 3163970 on 2016/10/15 by Benjamin.Hyder

	updating shading model for skeletal mesh example in TM-SSS_Fullres

	#jira UE-29618

Change 3163961 on 2016/10/15 by Benjamin.Hyder

	adding animated skeletal mesh example to TM-SSS_Fullres

	#jira UE-29618

Change 3163958 on 2016/10/15 by Benjamin.Hyder

	adding diffuse example to TM-SSS_Fullres

	#jira UE-29618

Change 3163728 on 2016/10/14 by Tyler.Cole

	Prep build scripts for WEX MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163718 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163715 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163711 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Orion MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163698 on 2016/10/14 by Michael.Trepka

	Fixed a CoreAudio crash on unpause

	#jira UE-37126

Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt

	Disable versioning info in project badge by default

	#jira UE-37335

Change 3163485 on 2016/10/14 by Michael.Trepka

	Add one more RPATH entry on Mac to support launching staged builds

	#jira UE-36799

Change 3163479 on 2016/10/14 by Michael.Trepka

	A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store

	#jira UE-25742

Change 3163465 on 2016/10/14 by Daniel.Lamb

	Fix issue with cook command from editor was trying to package also.
	#test Cook command in editor
	#jira UE-36796

Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt

	Fixed selected section highlight and vertex color view modes not working.

	#jira UE-37308

Change 3163450 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.

	#jira UE-37055

Change 3163400 on 2016/10/14 by Benjamin.Hyder

	Updating Lighting setttings inTM-SSS_Fullres

	#jira UE-29618

Change 3163392 on 2016/10/14 by Benjamin.Hyder

	Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials

	#jira UE-29618

Change 3163336 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3163335 on 2016/10/14 by Max.Chen

	Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.

	Copy from Dev-Sequencer

	#jira UE-35342

Change 3163230 on 2016/10/14 by Richard.TalbotWatkin

	Duplicated from //UE4/Release-4.13, CL 3111897

	When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
	#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
	#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
	#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building

Change 3163155 on 2016/10/14 by Benn.Gallagher

	Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
	#jira UE-37332

Change 3163146 on 2016/10/14 by Marc.Audy

	Properly add/remove wind sources when activated/deactivated
	#jira UE-37289

Change 3163135 on 2016/10/14 by Phillip.Kavan

	[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.

	Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).

	Additional changes (for release branch):
	- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.

	#jira UE-35259

Change 3162999 on 2016/10/14 by Ben.Marsh

	QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.

Change 3162988 on 2016/10/14 by Thomas.Sarkanen

	Fix socket editing on meshes

	Feature was inadvertently removed with the Persona refactor.

	#jira UE-37313 - Create Mesh Socket is missing

Change 3162938 on 2016/10/14 by Ben.Zeigler

	Merging CL 3162934 to //UE4/Release-4.14
	#jira UE-37044 Fix crash when loading map that has null actors in the actor list

Change 3162900 on 2016/10/14 by Dmitriy.Dyomin

	Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
	#jira UE-37312

Change 3162864 on 2016/10/14 by Yannick.Lange

	VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
	- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
	#jira UE-37050 #jira UE-37272

Change 3162761 on 2016/10/14 by Jack.Porter

	Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel

	#jira UE-36863

Change 3162724 on 2016/10/14 by Max.Chen

	Sequencer: Fix time dilation in level sequence player

	Copy from Dev-Sequencer

	#jira UE-37277

Change 3162617 on 2016/10/13 by Jeff.Campeau

	Fix Windows XP compilation issues.
	- Block Win10 SDK includes
	- Remove unused Win10 SDK path collecting
	- Fix extraneous includes
	- Add 32b atomic option for certain stats

	#jira UE-36909

Change 3162503 on 2016/10/13 by Max.Preussner

	MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
	Merged from Dev-Sequencer CL# 3160995

	#jira UE-37248

Change 3162470 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and saved levels in StrategyGame.
	#jira UE-36913

Change 3162466 on 2016/10/13 by Michael.Trepka

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#jira UE-37088

Change 3162458 on 2016/10/13 by Keli.Hlodversson

	When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
	#jira UE-37292 Game does not exit when exited through SteamVR UI

Change 3162421 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
	#jira UE-36913

Change 3162420 on 2016/10/13 by Marc.Audy

	Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
	#jira UE-37071

Change 3162406 on 2016/10/13 by Ben.Marsh

	Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.

	#jira UE-37269

Change 3162382 on 2016/10/13 by Ben.Marsh

	UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.

Change 3162314 on 2016/10/13 by Ben.Marsh

	Add PhysX build job to 4.14 branch.

Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt

	Ensure FBX scene import data object is not garbage collected during import

	#jira UE-35606

Change 3162270 on 2016/10/13 by Ben.Marsh

	UBT/Editor: Improved integration for Visual Studio "15".

	* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
	* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
	* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
	* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
	* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
	* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
	* Added support for enums in UBT XML configs
	* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...

	#jira UE-37176
	#jira UE-36872

Change 3162236 on 2016/10/13 by Mike.Beach

	Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.

	#jira UE-37224

Change 3162225 on 2016/10/13 by Alex.Delesky

	#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.

	Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)

Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt

	Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.

	#jira UE-37278

Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt

	Fix mac build

	#jira  UE-36885

Change 3162025 on 2016/10/13 by Daniel.Wright

	Compile fix
	#jira UE-37246

Change 3162009 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed movable lights getting assigned a shadowmap channel
	#jira UE-37246

Change 3161963 on 2016/10/13 by Jon.Nabozny

	Enable PrimaryActorTick.bCanEverTick in necessary Samples.

	The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).

	#jira UE-36888

Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt

	Added guard and more logging for crash when reimporting textures

	#jira UE-37263

Change 3161865 on 2016/10/13 by mason.seay

	Making the name more user friendly for test asset

	#jira UE-29618

Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt

	Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
	- Made the keybindings setting a proper developer settings object

	#jira  UE-36885

Change 3161854 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
	#jira UE-37204

Change 3161743 on 2016/10/13 by Lauren.Ridge

	Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift

	#jira UE-37245

Change 3161694 on 2016/10/13 by Michael.Dupuis

	#jira UE-37001 Perform manual migration of UICurve to proper config category

Change 3161689 on 2016/10/13 by Thomas.Sarkanen

	Fixed failing detachment automation test

	The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.

	#jira UE-37160 - Detachment automation tests failing

Change 3161685 on 2016/10/13 by mason.seay

	Test content for retargeting animation

	#jira UE-29618

Change 3161423 on 2016/10/13 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira UE-37119

Change 3161394 on 2016/10/13 by Mitchell.Wilson

	Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
	#jira UE-37256

Change 3161363 on 2016/10/13 by Jamie.Dale

	Fixing mangled English translations

	#jira UE-36128

Change 3161319 on 2016/10/13 by Benn.Gallagher

	Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
	#jira UE-37254

Change 3161310 on 2016/10/13 by Martin.Wilson

	Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled

	#jira UE-35149

Change 3161303 on 2016/10/13 by Jurre.deBaare

	Crash when using merge actor on static meshes that have been affected by simplygon
	#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
	#jira UE-36880

Change 3161166 on 2016/10/13 by Jack.Porter

	Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps

	#jira UE-37131

Change 3161161 on 2016/10/13 by Thomas.Sarkanen

	Fixed override materials hanging around when setting skeletal meshes

	#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are

Change 3161160 on 2016/10/13 by Thomas.Sarkanen

	Fix crash changing preview skeletal mesh with bone selected

	Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
	Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.

	#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash

Change 3160882 on 2016/10/12 by Mike.Beach

	Mirroring CL 3158790 from Dev-BP

	Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).

	#jira UE-37033

Change 3160863 on 2016/10/12 by Lauren.Ridge

	Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it

	#jira UE-35685

Change 3160855 on 2016/10/12 by Jeff.Campeau

	Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.

	#jira UE-36909

Change 3160844 on 2016/10/12 by Marcus.Wassmer

	Duplicate PR #2855:  Ansel plugin fixes (Contributed by adamnv)
	#jira UE-37162

Change 3160749 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy lightmaps are renamed with the world that uses them.  Fixes 'graph linked to external object' when renaming a map in the content browser.
	#jira UE-37231

Change 3160748 on 2016/10/12 by Daniel.Wright

	[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
	#jira UE-37231

Change 3160747 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
	#jira UE-37231

Change 3160727 on 2016/10/12 by Mitchell.Wilson

	Updating minimum iOS version to iOS 8 for all samples and templates
	#jira UE-37022

Change 3160655 on 2016/10/12 by Chad.Taylor

	Merging VR loading screen fixes from Dev-VR

	#jira UE-36741

Change 3160643 on 2016/10/12 by Keli.Hlodversson

	Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.

	#jira UE-36440

Change 3160641 on 2016/10/12 by Mike.Beach

	Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt

	Missed change from CL 3159889

	#jira UE-35503

Change 3160518 on 2016/10/12 by Ryan.Gerleve

	Fix assert when adding a new sublevel.

	#jira UE-37148

Change 3160439 on 2016/10/12 by Ben.Marsh

	Fix support for Visual Studio "15" preview 5.

	#jira UE-37227

Change 3160363 on 2016/10/12 by Daniel.Lamb

	Fix for skip editor content flag being passed throught o UAT.
	#jira UE-37223

Change 3160277 on 2016/10/12 by Mieszko.Zielinski

	Manually recreated CL#3159909 #UE4

	Original comment:
	---
	Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4

	Lack of those test has been reported licencees as source of some crashes

	#jira UE-37209

Change 3160120 on 2016/10/12 by Chris.Babcock

	Fix x86 and x86_64 libpng libraries for Android
	#jira UE-37192
	#ue4
	#android

Change 3160080 on 2016/10/12 by Matthew.Griffin

	PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
	#jira UE-36945

Change 3160063 on 2016/10/12 by Gareth.Martin

	Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
	#jira UE-36933

Change 3160045 on 2016/10/12 by Ryan.Gerleve

	Fix some issues with manipulating sublevels in the editor.

	#jira UE-36901, UE-36932

Change 3160044 on 2016/10/12 by Gareth.Martin

	Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
	- This should fix the crash that caused it to be commented out
	#jira UE-37152

Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh

	#jira UE-36985

Change 3159965 on 2016/10/12 by Ben.Zeigler

	#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager

Change 3159957 on 2016/10/12 by Robert.Manuszewski

	Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.

	#jira UE-35570, UE-35511, UE-35570, UE-35924

Change 3159921 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3153485 from Dev-Build
		Removed GUBP from Automation Tool Mono solution

Change 3159919 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3150017 from Dev-Build
		Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html

Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt

	Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game

	#jira UE-37112

Change 3159903 on 2016/10/12 by Ben.Zeigler

	#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen

Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt

	Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.

	#jira UE-36814

Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed part of the details panel UI showing up when there is nothing in the  details panel.  This was causing crashes when clicking on those parts of the UI

	#jira UE-35503

Change 3159888 on 2016/10/12 by Ben.Zeigler

	#jira UE-36849 DataTable::LoadStructData allocating wrong size

	Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory

Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt

	Guard against crash in Fcanvas drawing

	#jira UE-36496

Change 3159886 on 2016/10/12 by Ben.Zeigler

	#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
	#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
	Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
	Fix it so pending kill component templates do not end up in import table, they will fail to import
	Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
	This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint

Change 3159885 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
	Including source for additional programs to Installed Build
	#jira UE-36668
	#jira UE-37072

Change 3159853 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3148611 from Dev-Build
		Added list of Dependant modules to EULA check
		#jira UE-29432

Change 3159385 on 2016/10/11 by Nick.Shin

	make emscripten for physx use gMask like windows and xbox does

	emsdk doesn't like:

	union {
	U32 u;
	F32 f;
	} bla;

	it seems, floats are 64 bits on browsers...

	stream: release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159384 on 2016/10/11 by Nick.Shin

	manually submitting HTML5 PhysX libs

	recompiled to fix the NaN warnings

	stream: Release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159210 on 2016/10/11 by Ben.Marsh

	Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.

[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#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]
2016-09-30 21:21:09 -04:00
Alex Fennell
0e8f62c24e Possible last fix for cross-platform errors induced by merge from //UE4/Portal-Staging
#lockdown:nick.penwarden
#RB: keli.hloedversson

[CL 3139243 by Alex Fennell in Main branch]
2016-09-24 18:32:25 -04:00
Alex Fennell
b22817e917 Part 2 of cross-platform fixes for merge of //UE4/Portal-Staging
#lockdown: nick.penwarden
#RB: keli.hloedversson

[CL 3139230 by Alex Fennell in Main branch]
2016-09-24 16:44:30 -04:00
Alex Fennell
d10f9953d9 Copying //UE4/Portal-Staging to //UE4/Dev-Main (Source: //UE4/Portal-Staging @ 3138637)
#lockdown Nick.Penwarden, justin.sargent
#rb None

[CL 3138769 by Alex Fennell in Main branch]
2016-09-23 17:31:51 -04:00
Ben Marsh
e0f7260f7b Remove unused dependency on OnlineSubsystem from HTML5 networking module. Now that games are forking OSS plugins for their own use, this dependency causes plugin binaries to be outdated when switching between games, which causes downstream errors when build products are modified.
#codereview Nick.Shin
#rb Nick.Shin
#lockdown Nick.Penwarden

[CL 3135895 by Ben Marsh in Main branch]
2016-09-22 10:31:32 -04:00
Josh Adams
1b81c281d4 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2714591 on 2015/10/02 by Ben.Marsh

	Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)

Change 2916715 on 2016/03/21 by Daniel.Lamb

	First pass at splitting out build cook run into into seperate scripts.

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 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 3059693 on 2016/07/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3061151 on 2016/07/22 by Niklas.Smedberg

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308

Change 3061428 on 2016/07/22 by Peter.Sauerbrei

	Back out changelist 3061151 as it wasn't approved for submission

Change 3061970 on 2016/07/22 by Steve.Cano

	Adding AdMob interstitital ad support for Android, including Blueprint functions

	#jira UE-33286
	#ue4
	#android

Change 3062160 on 2016/07/22 by Mark.Satterthwaite

	Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
	#jira UE-33355

Change 3062770 on 2016/07/24 by Brent.Pease

	UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows

Change 3063227 on 2016/07/25 by Dmitry.Rekman

	Update hlslcc cross-compile after libc++ change.

Change 3063314 on 2016/07/25 by Jeff.Campeau

	Xbox One DLL loading
	Receipts can be read back by request for target info

Change 3063329 on 2016/07/25 by Mark.Satterthwaite

	CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
	#jira UE-33600
	#jira UE-33028
	#jira UE-27879
	#jira UE-25802

Change 3063492 on 2016/07/25 by Brent.Pease

	UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
	UE-33200 - A movie isn't played on iOS occasionally.

Change 3063729 on 2016/07/25 by Dmitry.Rekman

	Linux: enable XGE on all platforms.

	#tests Cross-compiled a number of Linux targets on Windows.

Change 3063732 on 2016/07/25 by Dmitry.Rekman

	Fixed formatting (spaces->tabs) in previous change.

Change 3063750 on 2016/07/25 by Daniel.Lamb

	Added code to dump the cook modification delegate loads to log.
	Fixed the memory usage output log.
	#test cook paragon.

Change 3063804 on 2016/07/25 by Daniel.Lamb

	Added cookpartialgc additional commandline option to uat.
	#test UFE

Change 3064008 on 2016/07/25 by Mark.Satterthwaite

	For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
	#jira FORT-27685

Change 3064141 on 2016/07/25 by Jeff.Campeau

	Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).

Change 3065024 on 2016/07/26 by Nick.Shin

	Change filetype
	remove exclusive check out bit

	requested by or.coheni & nick.penwarden

Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick

	DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
	This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step

	Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.

Change 3066338 on 2016/07/27 by Mark.Satterthwaite

	Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
	#jira UE-33779

Change 3066789 on 2016/07/27 by Daniel.Lamb

	Realtime mode does not save any packages anymore unless they are ready.
	#test cookontheside, cookbythebook shooter game

Change 3066847 on 2016/07/27 by Jeff.Campeau

	Fix define
	#2634
	#jira UE-33813

Change 3068868 on 2016/07/28 by Mark.Satterthwaite

	Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.

Change 3070040 on 2016/07/29 by Dmitry.Rekman

	Delete Nadzorca.

Change 3070947 on 2016/07/29 by Jeff.Campeau

	Perforce C++ API 2015.2 (includes debug libraries)

Change 3073707 on 2016/08/02 by Daniel.Lamb

	Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
	Also process async results from shaders being compiled so they can have their memory resources released.
	#test DerivedDataCache commandlet shootergame.

Change 3076613 on 2016/08/03 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

Change 3076668 on 2016/08/03 by Brent.Pease

	Back out changelist 3076613

Change 3077157 on 2016/08/04 by Daniel.Lamb

	Fixed up DLC staging so that it stages to the proper mount point.
	Fixes up include engine content in DLC staging paths.
	#test Made up shooter game DLC

Change 3077191 on 2016/08/04 by Daniel.Lamb

	More smartly process async shader compilation if we are waiting for it.
	#test cook on the side shooter game cook by the book shooter game.

Change 3077412 on 2016/08/04 by Mark.Satterthwaite

	Fix "iOS Metal-based build crashes at launch with sub-levels":
	- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
	- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
	- Fix validation error of texture reallocation on loading template projects under Metal.
	#jira UE-30847

Change 3077958 on 2016/08/04 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

Change 3079503 on 2016/08/05 by Mark.Satterthwaite

	Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
	#jira UE-33856

Change 3079737 on 2016/08/05 by Jeff.Campeau

	Add support for delay load DLLs on Xbox One
	Turn off warnging for missing PDBs to match VCToolchain.cs

Change 3081005 on 2016/08/08 by Mark.Satterthwaite

	Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.

Change 3081557 on 2016/08/08 by Daniel.Lamb

	File-> Package saves all packages before starting packaging.
	#test File package first person template

Change 3082215 on 2016/08/09 by Lee.Clark

	PS4 - Added 4k profile

Change 3082412 on 2016/08/09 by Daniel.Lamb

	Fixed cook on the fly server not handling cook requests.
	#test Cook on the fly shooter game.

Change 3082955 on 2016/08/09 by Dmitry.Rekman

	Linux: convert existing Strcat() uses to Strncat().

	- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.

Change 3083772 on 2016/08/10 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
	 - Taken from \\devweb-02 and removed all the unused files/dependencies.
	 - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
	 - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.

Change 3085450 on 2016/08/11 by Lee.Clark

	PS4 - Fix mediaplayer pipeline allocation

Change 3086360 on 2016/08/11 by Michael.Trepka

	Fixed a non-unity build error in Mac UnrealFrontend

Change 3087224 on 2016/08/12 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Refactor PS4 Crash Handler site
	 - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
	 - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
	 - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
	 - Added logging. Logs self-delete after 30 days.

	Testing required before we switch to the new system.

	#jira UE-34504
	#jira OR-26886

Change 3087626 on 2016/08/12 by Dmitry.Rekman

	PR #2689: Fix copying/duplicating failing on Linux (UE-34586).

	- Contributed by Web-eWorks.

Change 3087991 on 2016/08/12 by Mark.Satterthwaite

	Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
	- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
	- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
	- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
	- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
	- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
	- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
	- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
	- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
	#jira UE-34315

Change 3088790 on 2016/08/15 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Hook new PS4 crash handler up to the crash reporter website.
	 - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
	 - Switched the final output folder to match the one the crash reporter process is watching.
	 - Hide upload form on a config variable.

	#jira UE-34504
	#jira OR-26886

Change 3089060 on 2016/08/15 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
	Allowed showing of debug upload form via "Default.aspx?showform=1" query string.

	#jira UE-34504
	#jira OR-26886

Change 3089089 on 2016/08/15 by Mark.Satterthwaite

	Duplicated changes to AppleMovieStreamer from CL #3088149.
	#jira UE-34315

Change 3089460 on 2016/08/15 by Mark.Satterthwaite

	Duplicate CL #3080971:
	Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
	#jira UE-34355

Change 3089465 on 2016/08/15 by Mark.Satterthwaite

	For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.

Change 3089902 on 2016/08/15 by Daniel.Lamb

	Changed the next compiling ID to the correct compiling ID.
	#test Cook

Change 3089903 on 2016/08/15 by Daniel.Lamb

	Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.

Change 3090114 on 2016/08/16 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Minor change to PS4 settings text on crash handler site.

Change 3090949 on 2016/08/16 by Nick.Shin

	WebSocketNetDriver crash fix

	filled in missing chunk of code that calls PacketHandler's "packet modifiers"

	#jira UE-25492   HTML5 Client cannot connect to Windows Server
	#jira UE-30880   WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
	#code.review john.pollard john.barrett

Change 3091265 on 2016/08/16 by Brent.Pease

	Add IOS support to HarfBuzz

Change 3091267 on 2016/08/16 by Brent.Pease

	Add references to fix mono build

Change 3091291 on 2016/08/16 by Nick.Shin

	CIS warning fix

	#jira UE-25492   HTML5 Client cannot connect to Windows Server
	#jira UE-30880   WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket

Change 3091781 on 2016/08/17 by Joe.Barnes

	UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.

Change 3092687 on 2016/08/17 by Daniel.Lamb

	Added support for using binned allocator in cooker instead of tbb.
	#test Cook shootergame.

Change 3093867 on 2016/08/18 by Mark.Satterthwaite

	Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.

Change 3093950 on 2016/08/18 by Mark.Satterthwaite

	Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.

Change 3093951 on 2016/08/18 by Mark.Satterthwaite

	More SCW threads on Mac - they work now.

Change 3093960 on 2016/08/18 by Mark.Satterthwaite

	Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.

Change 3096493 on 2016/08/22 by Jeff.Campeau

	Use Xbox version of DirectX include.

Change 3097509 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Refactor PS4 Symbol Publish
	 - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
	 - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
	 - Re-generated the build graph schema file.
	 - Removed the old PS4 symbols upload path in the package step.

	Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.

Change 3097635 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Refactor Age Symbols task in UAT.
	 - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
	 - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
	 - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.

	Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.

Change 3097713 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Enable new PS4 crash handler server
	 - Created live deployment profile and applied the required config file changes.

Change 3099214 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?

Change 3099222 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
	 - Note, only one and two button message dialogs are supported (limitation of MsgDialog).

Change 3099260 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.

Change 3101192 on 2016/08/25 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3101944 on 2016/08/25 by Daniel.Lamb

	Ask to save the current level when we are using launch on.

Change 3102036 on 2016/08/25 by Nick.Shin

	check for minimum expected size upon data received from network

	#jira UE-13657 - HTML5 plugin OnRawRecieve overflow

Change 3102115 on 2016/08/25 by Brent.Pease

	 - Fix small errors that probably only show up in the mac mono build

	#code.review peter.sauerbrei

Change 3102747 on 2016/08/26 by Jeremiah.Waldron

	Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
	 - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
	 - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS

Change 3102900 on 2016/08/26 by Nick.Shin

	since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()

	#jira UE-26047 - HTML5 HTTP Response Headers not implemented

Change 3103130 on 2016/08/26 by Brent.Pease

	UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync

Change 3103225 on 2016/08/26 by Daniel.Lamb

	Fixed issue with warning which would cause crash.

Change 3103425 on 2016/08/26 by Dmitry.Rekman

	Enable offscreen GL rendering without X.

	- Added new video subsystem to SDL that is uses EGL to initialize the context.
	- Most windoing functions stubbed.
	- Also added a new test case to TestPAL for easier debugging.

Change 3104743 on 2016/08/29 by Brent.Pease

	Support remote offline metal shader compilation

Change 3105051 on 2016/08/29 by Brent.Pease

	UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE

	 - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
	 - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
	 - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs

Change 3105053 on 2016/08/29 by Brent.Pease

	 - IOS dll's as part of the last check-in

Change 3106853 on 2016/08/30 by Jeff.Campeau

	Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite

Change 3107361 on 2016/08/30 by Dmitry.Rekman

	Renderer: changes to allow postproc delegates.

Change 3107362 on 2016/08/30 by Dmitry.Rekman

	Plugin with a CUDA postproc example.

	- Linux version only. Runs under a headless GL too (without X).
	- Disabled during cross-compilation, can be compiled natively only.
	- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
	- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).

Change 3107913 on 2016/08/31 by Daniel.Lamb

	Fixed loading of cooked content in the editor.

Change 3107916 on 2016/08/31 by Daniel.Lamb

	Added error case when shader compilation fails to notify shader.
	#test Cook shooter game.

Change 3108080 on 2016/08/31 by Josh.Adams

	- Fixed PS4Automation compile errors

Change 3109077 on 2016/08/31 by Brent.Pease

	Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface

Change 3110086 on 2016/09/01 by Dmitry.Rekman

	Fix race condition in PThread runnable (UE-35074).

	- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
	- Do not use an invalid value for pthread_t, since there's none.

Change 3110172 on 2016/09/01 by Dmitry.Rekman

	Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).

	- PR #2188 submitted by ardneran.

Change 3110313 on 2016/09/01 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3111134 on 2016/09/01 by Dmitry.Rekman

	UBT: prevent mono from hanging on Ctrl-C.

	- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.

Change 3111171 on 2016/09/01 by Brent.Pease

	Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform

Change 3111177 on 2016/09/01 by Dmitry.Rekman

	Fix Linux build on systems without CUDA (UE-35460).

Change 3111548 on 2016/09/02 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Fix for PS4 iterative deployment.
	 - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.

Change 3111863 on 2016/09/02 by Dmitry.Rekman

	Better fix for build without CUDA (UE-35460).

Change 3112738 on 2016/09/02 by Mark.Satterthwaite

	Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
	#jira UE-34989

Change 3114579 on 2016/09/06 by Chris.Babcock

	Fix Vulkan include path in NDK check (contributed by geediiiiky)
	#jira UE-35490
	#github #2758
	#ue4
	#android

Change 3115115 on 2016/09/06 by Jeff.Campeau

	Calculate buffer size for paks using the bitwindow override as needed

Change 3115600 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Make the crash dump handler registration much earlier, to catch crashes in early engine init.
	 - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
	 - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.

	Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.

Change 3115676 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [~]
	Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
	Add .exe and .dll to windows symbol upload file filters.

Change 3115811 on 2016/09/07 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3115944 on 2016/09/07 by Michael.Trepka

	Implemented IsGamepadAttached() for Mac

Change 3115948 on 2016/09/07 by Michael.Trepka

	Don't try to restore Help menu item on Mac if MenuBlock does not contain it

Change 3116200 on 2016/09/07 by Jeff.Campeau

	Fix parameter ordering

Change 3117660 on 2016/09/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3117728 on 2016/09/08 by Michael.Trepka

	Copy of CL 3117698 by Mike.Fricker

	Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
	- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor

Change 3117797 on 2016/09/08 by Peter.Sauerbrei

	Shader Resource compression

Change 3117988 on 2016/09/08 by Brent.Pease

	 - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
	 - Fix what I think was a merge error in BuildGraph.cs

Change 3118296 on 2016/09/08 by Daniel.Lamb

	Fixed crash with launch on.  Couldnt' correctly detect previous generated ini settings.
	#test launch on QA game
	#jira UE-35741

Change 3118438 on 2016/09/08 by JohnHenry.Carawon

	Fix UAT compilation on Linux
	#UE-35745

Change 3118934 on 2016/09/08 by Jeff.Campeau

	Shader compression setting based on target platform instead of cooking host platform.

	#jira UE-35753

Change 3120190 on 2016/09/09 by Ben.Marsh

	Add missing Platform attribute to build script for Dev-Platform.

[CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
Rob Cannaday
ce3a0b200f Copying //Tasks/UE4/Dev-Online-Plugins-v3 to //UE4/Dev-Main (Source: //Tasks/UE4/Dev-Online-Plugins-v3 @ 3047294)
#lockdown Nick.Penwarden
#rb rob.cannaday

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3025090 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemGooglePlay into plugins

Change 3025127 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemIOS into plugins

Change 3025314 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemWeChat into plugins

Change 3025380 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemMcp into plugins

Change 3025400 on 2016/06/23 by Rob.Cannaday

	Move PluginFlow into plugins

Change 3025430 on 2016/06/23 by Rob.Cannaday

	Move OnlineFramework (Hotfix, Lobby, Party, Qos) into plugins

Change 3025453 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystem into plugins

Change 3025462 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemAmazon into plugins

Change 3025480 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemFacebook into plugins

Change 3025487 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemNull into plugins

Change 3025493 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemSteam into plugins

Change 3025512 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemUtils (OnlineBlueprintSupport, OnlineSubsystemUtils) into plugins

Change 3025520 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemPS4 into plugins

Change 3025526 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemLive into plugins

Change 3025542 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemThunderhead into plugins (disabled)

Change 3025547 on 2016/06/23 by Rob.Cannaday

	Delete NewsFeed

Change 3028420 on 2016/06/27 by Rob.Cannaday

	Online Subsystem pluginization changes

Change 3028457 on 2016/06/27 by Rob.Cannaday

	Add ShooterOnlineSessionClient.*
	Remove copy/paste from previous checkin

Change 3029282 on 2016/06/27 by Rob.Cannaday

	Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) (around CL 3028391)

Change 3029363 on 2016/06/27 by Rob.Cannaday

	UT build fixes for pluginization

Change 3032885 on 2016/06/29 by Rob.Cannaday

	Remove bCompileMCPOss and bCompileSteamOss

Change 3033072 on 2016/06/29 by Rob.Cannaday

	Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) (around CL 3032885)

Change 3033368 on 2016/06/29 by Rob.Cannaday

	Fix references to online subsystem files in their former location

Change 3037635 on 2016/07/05 by Rob.Cannaday

	Add online plugins to WEX uproject

Change 3038147 on 2016/07/05 by Rob.Cannaday

	Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3)
	Also adds Match3

Change 3038152 on 2016/07/05 by Rob.Cannaday

	Fixup UnrealMatch3 OSS references

Change 3044558 on 2016/07/11 by Rob.Cannaday

	Move OnlineBlueprintCallProxyBase to Engine/Public/Net to remove dependency for OnlineSubsystemUtils in Engine.

Change 3044596 on 2016/07/11 by Rob.Cannaday

	#jira OGSSOCIAL-226 Investigate Slate solution to fade per line instead of per message
	Allow users to add a custom FTextLayout to Text boxes

Change 3045306 on 2016/07/11 by Rob.Cannaday

	Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3)

Change 3045424 on 2016/07/11 by Rob.Cannaday

	Add OnlineSubsystem plugins to Ocean.uproject
	#jira OGS-391

Change 3045478 on 2016/07/11 by Rob.Cannaday

	Crash fix when creating a split screen player via DebugCreatePlayer 1
	null check UniqueId
	#jira OGS-392

Change 3046785 on 2016/07/12 by Rob.Cannaday

	Move new hotfix files into plugin

Change 3047014 on 2016/07/12 by Rob.Cannaday

	Fix for VOIP not working
	#jira OGS-393

Change 3047248 on 2016/07/12 by Rob.Cannaday

	Fix build warning of member variable initialiization order.

Change 3047294 on 2016/07/12 by Rob.Cannaday

	Fix for ensure on shutdown in Qos module
	#jira UE-33150

[CL 3047349 by Rob Cannaday in Main branch]
2016-07-12 22:27:19 -04:00
Josh Adams
da8ed3878f Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================

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 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
	#lockdown josh.adams

Change 2970373 on 2016/05/09 by Lee.Clark

	PS4 - Fix NumInstances not getting reset after DrawIndirect calls

Change 2972873 on 2016/05/10 by Michael.Trepka

	Correct initial position for SlateViewer windows on Mac

Change 2974363 on 2016/05/11 by Mark.Satterthwaite

	Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.

Change 2975921 on 2016/05/12 by Michael.Trepka

	Removed unused AdjustWindowRegion declaration from LinuxWindow.h

	#codereview Dmitry.Rekman

Change 2977002 on 2016/05/13 by Michael.Trepka

	Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready

	#codereview Ben.Marsh

Change 2977337 on 2016/05/13 by Brent.Pease

	UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
	  + Prevent illegal characters from being entered in the packaging UI
	  + Report an error from iPhonePackager if a illegal bundle id is specified
	  + Convert special characters to XML equivalents

	- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows

	- Improve ios certificate and provision message in package settings UI

	#codereview peter.sauerbrei

Change 2977509 on 2016/05/13 by Brent.Pease

	 + Fix mac compile error

Change 2978036 on 2016/05/14 by Mark.Satterthwaite

	One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
	#jira UE-30777

Change 2978037 on 2016/05/14 by Mark.Satterthwaite

	Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.

Change 2978333 on 2016/05/16 by Lee.Clark

	Fix packaging of non-code projects when plugins are enabled

	#codereview Peter.Sauerbrei

Change 2978780 on 2016/05/16 by Mark.Satterthwaite

	Reduce temporary allocations required to set uniform parameters in Metal.

Change 2979680 on 2016/05/16 by Nick.Shin

	editor's HTML5 platform settings was missing due to the emscripten SDK move

	should have been included with CL: #2946251

Change 2979681 on 2016/05/16 by Nick.Shin

	cleaned up websocket processing for HTML5

	#jira UE-13657 - HTML5 plugin OnRawRecieve overflow

Change 2979701 on 2016/05/16 by Brent.Pease

	UE-28421 - Message box cannot be closed after accessing the home screen on iOS

	 + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution

Change 2980766 on 2016/05/17 by Jeremiah.Waldron

	Adding Android build support for HarfBuzz
	 - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
	 - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>

	Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
	#jira UE-28586
	#codereview chris.babcock

Change 2980953 on 2016/05/17 by Jeremiah.Waldron

	Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
	#jira UE-28586

Change 2981039 on 2016/05/17 by Jeff.Campeau

	ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)

Change 2981054 on 2016/05/17 by Jeff.Campeau

	Enable Live OSS for Orion on Xbox One

Change 2981553 on 2016/05/18 by Jeff.Campeau

	Enable Oodle for Xbox One

Change 2981555 on 2016/05/18 by Jeff.Campeau

	Scalability settings for Xbox One

Change 2981774 on 2016/05/18 by Keith.Judge

	Xbox One - Duplicating Movie Player fix from 4.12.

Change 2981789 on 2016/05/18 by Keith.Judge

	Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.

Change 2981802 on 2016/05/18 by Keith.Judge

	Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.

Change 2981875 on 2016/05/18 by Keith.Judge

	Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.

Change 2981900 on 2016/05/18 by Keith.Judge

	Xbox One - D3D11Query refactor. Duplicated from 4.12

Change 2981945 on 2016/05/18 by Nick.Shin

	filled out response headers for HTML5 platform

	#jira UE-26047 - HTML5 HTTP Response Headers not implemented

Change 2981981 on 2016/05/18 by Lee.Clark

	PS4 - Fix COTF not updating files

	#codereview Daniel.Lamb

Change 2982246 on 2016/05/18 by Michael.Trepka

	Fixed Mono compile errors in UT build scripts

Change 2983869 on 2016/05/19 by Mark.Satterthwaite

	Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
	#jira UE-29557

Change 2983871 on 2016/05/19 by Mark.Satterthwaite

	Pool Metal texture update buffers to reduce churn.

Change 2983892 on 2016/05/19 by Mark.Satterthwaite

	Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.

Change 2983898 on 2016/05/19 by Mark.Satterthwaite

	Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.

Change 2983911 on 2016/05/19 by Mark.Satterthwaite

	Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.

Change 2983916 on 2016/05/19 by Mark.Satterthwaite

	Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.

Change 2984874 on 2016/05/20 by Keith.Judge

	Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.

	#jira UEPLAT-1295

Change 2985446 on 2016/05/20 by Mark.Satterthwaite

	Remove the non-functional -metaldebug option from MetalRHI.

Change 2985827 on 2016/05/20 by Nick.Shin

	call EndSession() onbeforeunload()

	note: API CHANGE
	- HTML5JavaScripteFx.{js,h}
	- UE_MakeHTTPDataRequest()

	#jira UE-22285 - Session End events are not generated for HTML5

Change 2986013 on 2016/05/20 by Jeremiah.Waldron

	PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)

	Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
	Pulled from Release-4.12 CL

	#jira UE-30782
	#codereview chris.babcock, Peter.Sauerbrei

Change 2986057 on 2016/05/20 by Mark.Satterthwaite

	Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.

Change 2986059 on 2016/05/20 by Mark.Satterthwaite

	Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).

Change 2986060 on 2016/05/20 by Mark.Satterthwaite

	Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.

Change 2986063 on 2016/05/20 by Mark.Satterthwaite

	Missing change from previous CL.

Change 2986066 on 2016/05/20 by Mark.Satterthwaite

	More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.

Change 2986455 on 2016/05/23 by Keith.Judge

	Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.

Change 2986886 on 2016/05/23 by Mark.Satterthwaite

	Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.

Change 2986955 on 2016/05/23 by Brent.Pease

	 + Do not error out if "[PROJECT_NAME]" is in the bundle ID

	#codereview peter.sauerbrei

Change 2987304 on 2016/05/23 by Chris.Babcock

	Remove old Android platforms
	#ue4
	#android
	#codeview Josh.Adams

Change 2987571 on 2016/05/23 by Mark.Satterthwaite

	Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
	#jira UE-31111

Change 2987591 on 2016/05/23 by Mark.Satterthwaite

	Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.

Change 2987679 on 2016/05/23 by Mark.Satterthwaite

	Re-enable tiled reflections on Nvidia by default now that they work.

Change 2987799 on 2016/05/24 by Mark.Satterthwaite

	Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).

Change 2989395 on 2016/05/25 by Lee.Clark

	PS4 - Fix shader output / render target format mismatch for sparse MRT.

Change 2990003 on 2016/05/25 by Jeremiah.Waldron

	When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.

Change 2990393 on 2016/05/25 by Mark.Satterthwaite

	Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5  and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...

Change 2990516 on 2016/05/25 by Brent.Pease

	 + UEPLAT-1294 - Support for local notifications
	 + UEPLAT-1254 - Add BP event for device orientation change
	 + Added a new class based on UGameInstance for mobile device callbacks
	 + Ensured IOSAppDelegate.cpp follows convention for lambda functions

Change 2991361 on 2016/05/26 by Jeremiah.Waldron

	Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it

Change 2992450 on 2016/05/27 by Mark.Satterthwaite

	Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.

Change 2993027 on 2016/05/27 by Mark.Satterthwaite

	Fix typo for new CFLAG_BoundsChecking enumeration value.

Change 2993594 on 2016/05/27 by Mark.Satterthwaite

	Build fix - check not assert...

Change 2993595 on 2016/05/27 by Mark.Satterthwaite

	Fix typo from Xcode hang...

Change 2993614 on 2016/05/28 by Mark.Satterthwaite

	At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.

Change 2993747 on 2016/05/28 by Mark.Satterthwaite

	Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.

Change 2994256 on 2016/05/31 by Lee.Clark

	PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.

	#codereview Chad.Taylor,Aaron.McLeran

Change 2994281 on 2016/05/31 by Rolando.Caloca

	DP - Allow hlslcc to process type casts containing the 'const' keyword
	- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
	#codereview Mark.Satterthwaite, Dmitry.Rekman
	#jira UE-31411

Change 2994467 on 2016/05/31 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 2994493 on 2016/05/31 by Daniel.Lamb

	Fixed issue with DDC commandlet not caching things from the startup packages list.

Change 2994644 on 2016/05/31 by Mark.Satterthwaite

	Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.

Change 2996074 on 2016/06/01 by Lee.Clark

	PS4 - Fix GS mode not getting disabled when using parallel contexts.

	#codereview Marcus.Wassmer

Change 2996129 on 2016/06/01 by Brent.Pease

	Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.

Change 2996130 on 2016/06/01 by Jeremiah.Waldron

	PR #2387 part 2  (Contributed by gameDNAstudio)
	Adding ability to consume purchases during GooglePlay RestorePurchases

	This also touches IOS due to changes to base classes and function signatures
	#codereview chris.babcock, Peter.Sauerbrei

Change 2996441 on 2016/06/01 by Jeremiah.Waldron

	Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)

	Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.

	#codereview chris.babcock

Change 2996514 on 2016/06/01 by Jeff.Campeau

	Fix merge issue from main
	#jira UE-31502

Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick

	https://jira.ol.epicgames.net/browse/UE-31446
	Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.

	Renamed handleReserveFailed to handleReserveFailedLightweight

Change 2997235 on 2016/06/01 by Jeremiah.Waldron

	RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
	The IAP product in Match3 is non-consumable so just passing an empty array where necessary

Change 2997241 on 2016/06/01 by Jeremiah.Waldron

	OnlineSubsystemGameCircle Plugin
	 - Leaderboards
	 - Achievements
	 - Friends
	 - IAP
	 - External UI Interface
	 - Runtime Settings in Project Settings Plugin section when plugin is enabled
	 - Disabled by default
	#jira UEPLAT-105
	#codereview chris.babcock

Change 2997618 on 2016/06/02 by Lee.Clark

	#UE4Docs: Removed PS4MapFileUtil info

Change 2997840 on 2016/06/02 by Jeremiah.Waldron

	Removing trace logging from OnlineSubsystemGameCircle_APL

Change 2998754 on 2016/06/02 by Brent.Pease

	Change BlueprintMobileLibrary to BlueprintPlatformLibrary

Change 3000762 on 2016/06/03 by Jeff.Campeau

	Add example rating info to ShooterGame

Change 3001037 on 2016/06/04 by Brent.Pease

	 + Add ui screens for delegate test, local notification test, and iap test
	 + Implement delegate test

Change 3001250 on 2016/06/05 by Brent.Pease

	 + Initial pass at IAP test screen

Change 3001639 on 2016/06/06 by Jeff.Campeau

	Fix Xbox One build issue with DX12
	#codereview Zabir.Hoque

Change 3002574 on 2016/06/06 by Jeremiah.Waldron

	Adding Android Install Location to Android platform runtime settings and manifest generation

Change 3002780 on 2016/06/06 by Brent.Pease

	 + Initial implementation of local notification test

Change 3003005 on 2016/06/06 by Jeremiah.Waldron

	OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute

Change 3004392 on 2016/06/07 by Jeremiah.Waldron

	Fixing typo in APL comment :)

Change 3005768 on 2016/06/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3005929 on 2016/06/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3006151 on 2016/06/08 by Peter.Sauerbrei

	fix for LocalNotifications not available on TVOS
	#lockdown josh.adams

Change 3006183 on 2016/06/08 by Brent.Pease

	Manual merge CL#3000242 from Release-4.12 into Dev-Platform

	#lockdown josh.adams

Change 3006296 on 2016/06/08 by Peter.Sauerbrei

	submit an updated iPhonePackager and support DLLs
	#lockdown josh.adams

Change 3006378 on 2016/06/08 by Peter.Sauerbrei

	fix for API update to RestorePurchases
	#codereview brent.pease
	#lockdown josh.adams

#lockdown nick.penwarden

[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
Josh Adams
877a542dd6 Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2970079)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2945365 on 2016/04/15 by Mark.Satterthwaite

	Assert if anyone calls RHIClearUAV on a structured-buffer or texture under Metal - there's no clear way to implement these cases yet.

Change 2945366 on 2016/04/15 by Mark.Satterthwaite

	Change the Metal parallel command-context submission to hand-off the entire NSArray of MTLCommandBuffers to avoid race conditions between one use of a context and the next.

Change 2945394 on 2016/04/15 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.

Change 2945444 on 2016/04/15 by Mark.Satterthwaite

	Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.

Change 2945457 on 2016/04/15 by Mark.Satterthwaite

	Add validation code to MetalRHI to ensure that we don't erroneously re-clear existing render contents when restoring the render command encoder. This will only be active when the Metal debug layer is enabled and is completely compiled away in Test & Shipping builds for performance.

Change 2946249 on 2016/04/16 by Nick.Shin

	build HarfBuzz for HTML5

	#jira UE-28552 - HarfBuzz - HTML5

Change 2946250 on 2016/04/16 by Nick.Shin

	Rename/move file(s)

	move emscripten (part 1 of 2)
	from Engine/Source/ThirdParty/HTML5/emsdk
	to Engine/Extras/ThirdPartyNotUE/emsdk

	this is a request from legal

Change 2946251 on 2016/04/16 by Nick.Shin

	move emscripten (part 2 of 2)
	build scripts and cpp files updated with new emscripten path

	from Engine/Source/ThirdParty/HTML5/emsdk
	to Engine/Extras/ThirdPartyNotUE/emsdk

	this is a request from legal

Change 2946516 on 2016/04/18 by Mark.Satterthwaite

	Disable r.DFShadowScatterTileCulling  as well as r.AOScatterTileCulling  on Mac because we don't have the necessary RW textures on Metal.

Change 2947000 on 2016/04/18 by Michael.Trepka

	Print OS X version to log in FMacPlatformMisc::PlatformInit()

Change 2948197 on 2016/04/19 by Lee.Clark

	PS4 - Use SDK 3.508.031

Change 2948301 on 2016/04/19 by Nick.Shin

	upgrading zlib openssl libcurl libwebsockets

	part 1 of 2 -- adding new compiled versions (part 2 will be removing the old version -- which will be done after platform owners are given a chance to recompile for their platform - most notably: zlib)

	NOTE: Linux libraries are built for CentOS 6.7 (i.e. 2010 - glibc 2.12 and gcc 4.4.7)

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1223  -  Arrange testing for 'update websocket library'
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

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 2948320 on 2016/04/19 by Nick.Shin

	update OpenSSL to v1.0.1s

	part 2 of 4 - doing this in stages for tracking purposes

	also, removing dynamic libs (for windows) -- these are no longer needed as this is now statically linked in editor
	- tested by installing perforce server setup with ssl access only and pointing editor source code to it as ssl:hostname:port
	- also tested trying accessing it without ssl which resulted in access denied indicating a successful test of dynamic lib removal

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

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 2948323 on 2016/04/19 by Nick.Shin

	build scripts

	pull source and compile - zlib openssl libcurl & libwebsockets

	tested on:
	- Win64 VS2013 & VS2015
	- OSX
	- Linux

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948337 on 2016/04/19 by Lee.Clark

	VS 2015 libScePad support

Change 2948382 on 2016/04/19 by Mark.Satterthwaite

	Add Mac model, CPU string, num HTs to the log on Mac so that errors reported to us contain the data that Apple want when we turn them into bug-reports. Also added a missing sigaction from the trampoline.

Change 2948385 on 2016/04/19 by Mark.Satterthwaite

	Disambiguate Metal command-buffer failures by vendor & error type so that we don't end up with just one crash-reporting entry for many different kinds of crash and enable this assertion on all builds because it will always be fatal and failing to crash here may end up causing the Mac to reboot.

Change 2948460 on 2016/04/19 by Peter.Sauerbrei

	fix for wrong line endings

Change 2948526 on 2016/04/19 by Nick.Shin

	fix for wrong line endings

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 2949398 on 2016/04/20 by Lee.Clark

	PS4 - Fix SDK compile warnings

Change 2949656 on 2016/04/20 by Nick.Shin

	Back out changelist 2948320

	but keeping the C# build file as-is

Change 2949676 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 2950025 on 2016/04/20 by Mark.Satterthwaite

	Undo CL #2949676 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

Change 2950084 on 2016/04/20 by Nick.Shin

	OSX warning fix:

	UE4 supports down to OSX 10.9 rebuilt the zlib openssl libcurl and libwebsockets to support that

	build file also updated to use MACOSX_DEVELOPMENT_TARGET=10.9

Change 2950613 on 2016/04/20 by Dmitry.Rekman

	UAT: Disable modules that are not supported on Linux.

	#rb none
	#codereview Ben.Marsh, Michael.Trepka, Josh.Adams
	#tests Run RunUAT.sh

Change 2951065 on 2016/04/21 by Nick.Shin

	temp: update SSL dlls in Engine/Binaries/ThirdParty/OpenSSL/Win64

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 2951574 on 2016/04/21 by Nick.Shin

	remove unused variable warning

	was bughunt code...

Change 2951652 on 2016/04/21 by Josh.Adams

	- Disabled MRT support on iPad Air 1 devices, since it doesn't support wide enough MRTs that the engine needs (ie, only use MRTs in METAL_MRT mode on iOS)

Change 2951656 on 2016/04/21 by Josh.Adams

	- Fixed Mac compile error in Metal

Change 2951718 on 2016/04/21 by Nick.Shin

	remove shared SSL DLLs in a controlled manner

	tested with QA help who was able to replicate the bug in the morning - and was able to successfully run the editor with this changelist (shelved - remote unshelved test - thanks Dan.Bullard_volt!)

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951862 on 2016/04/21 by Lee.Clark

	PS4 - Enable Neo high resolution support.

Change 2952409 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the libs and header files

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 2952580 on 2016/04/22 by Lee.Clark

	PS4 - Fix staging and deploying of system prxs

Change 2953152 on 2016/04/22 by Mark.Satterthwaite

	Only cache instances of TShadowDepthVS  with bIsForGeometryShader=true when the RHI can handle the underlying feature. We can save memory on iOS by only emitting these shaders on Mac Metal or RHI's with Geometry shaders which have the required H/W to do this.

Change 2953385 on 2016/04/22 by Nick.Shin

	use HarfBuzz libs for HTML5

	c# build files updated to link in the harfbuzz libs

	#jira UE-28552 - HarfBuzz - HTML5

Change 2954686 on 2016/04/25 by Nick.Shin

	from legal:

	Emscripten approved for redistribution provided that *all* files are checked into the following directory: Engine/Extras/ThirdPartyNotUE

	Please also check in the attached .tps files and licenses alongside the TPS itself. This will allow us to track third party files within P4.

Change 2954928 on 2016/04/25 by Daniel.Lamb

	Fixed min number of threads allocated for compiling shaders in cooker.

Change 2954942 on 2016/04/25 by Daniel.Lamb

	Added flag -skipcompile for running visual studio.
	Skip force compilation on -multiprocess flag.
	#jira UE-22308
	#PR 1678
	#1678

Change 2954948 on 2016/04/25 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 2955370 on 2016/04/25 by Josh.Adams

	- Fixing C# error from main
	#lockdown nick.penwarden

Change 2957745 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call.

Change 2957747 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Resave packages commandlet now can also rebuild asset registry paths with consistent case.

Change 2957750 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call.

Change 2958708 on 2016/04/28 by Nick.Shin

	remove boringSSL

	#jira UE-29970 - QAGame launch on fails for Win64, fatal error LNK1169: one or more multiply defined symbols found
	#lockdown josh.adams

Change 2958724 on 2016/04/28 by Nick.Shin

	moved setting bVerifyPeer flag AFTER CertBundlePath has been set...

	otherwise, libCurl is going to try to verify the SSL session - but without a cert file, it makes no sense to try and verify the session

	- we could (and probably should) make this an error condition - but the constructor has the bVerifyPeer set to true -- which would mean that all games will need to have a cert file and/or know to set bVerifyPeer to false...

	- and so far, only linux and android seem to have code in place to make use of the cert files...

	#jira UE-29950 - Orion deticated server MCP authentication fails when using CURL
	#lockdown josh.adams

Change 2959058 on 2016/04/28 by Mark.Satterthwaite

	Mac Metal RHIGetSupportedResolution & RHIGetAvailableResolutions exactly as they were for Mac OpenGL.

Change 2959587 on 2016/04/28 by Jeff.Campeau

	Use response files for compiling CPPs using the VC toolchain to avoid issues where the command line is too long for XGE

Change 2959605 on 2016/04/28 by Jeff.Campeau

	Reuse existing response files if contents are unmodified.
	#2278

Change 2959680 on 2016/04/28 by Daniel.Lamb

	Don't cook clients when building only server configs.
	#pr 2127
	#2127

Change 2959764 on 2016/04/28 by Nick.Shin

	set PS4 back to using boringSSL - until OpenSSL has been built for it

	#jira UE-30088 - Orion PS4 Cook and Deploy fails to build for PS4

Change 2959875 on 2016/04/28 by Jeff.Campeau

	Simplified compression to use a bitwindow param instead of a targetplatform param
	Added bitwindow parameter for unrealpak
	Set Xbox One to pass 12 bit window for paks (for hw decompress)

Change 2959960 on 2016/04/28 by Nick.Shin

	removed url protocol scheme from external script loads - this will support fetching scripts with either http or https automatically

	and added window.focus after game has finished compiling - this will help if game is inside an iframe

	#jira UE-29886 - HTML5 project does not load using itch.io

Change 2960064 on 2016/04/28 by Dmitry.Rekman

	XMPP: Add missing dependency on OpenSSL on Linux.

Change 2961310 on 2016/04/29 by Mark.Satterthwaite

	DistanceField tile alignment changes to attempt to make it work on Mac.

Change 2961602 on 2016/04/29 by Nick.Shin

	#ifndef'd EMSCRIPTEN around FOpenGL::Flush();

	answerhub 409649 - HTML5 OpenGL backend doesn't need to flush GL commands

Change 2961604 on 2016/04/29 by Nick.Shin

	return "()" on empty object

	answerhub 390139 - JSON Conversion of TMaps of UStructs Can't Deserialize

Change 2963068 on 2016/05/02 by Peter.Sauerbrei

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 2963302 on 2016/05/02 by Peter.Sauerbrei

	fix for PS4 build failure

Change 2963731 on 2016/05/02 by Dmitry.Rekman

	Linux: move crash/ensure info from Binaries to Saved (UE-28411).

	- Allows running from read/only locations, since Saved can be redirected.

	#rb none
	#codereview Chris.Wood, David.Vossel

Change 2963737 on 2016/05/02 by Dmitry.Rekman

	CrashMalloc: get allocation size also from jemalloc.

	- Editor builds on Linux are otherwise shutting down on attempting to realloc things ("binned" is not used for the editor).

	#rb none
	#codereview Chris.Wood, Robert.Manuszewski, Steve.Robb

Change 2963989 on 2016/05/03 by Lee.Clark

	PS4 - Fix texture initialization

Change 2964296 on 2016/05/03 by Dmitry.Rekman

	Better fix for getting previous allocation size.

	- Suggested by GilG.

	#codereview Gil.Gribb

Change 2964398 on 2016/05/03 by Mark.Satterthwaite

	Added GetCompressionBitWindow to IPlatformCompression so that FArchive compression can acquire the platform specific window value at runtime even without the Developer-only TargetPlatform modules. This allows the ShaderCache to perform runtime compression of preloaded shaders in-game without crashing.
	#jira UE-30238

Change 2965966 on 2016/05/04 by Peter.Sauerbrei

	fix for bad path when deploying from mac
	#jira UE-30294
	#lockdown josh.adams

Change 2968380 on 2016/05/05 by Dmitry.Rekman

	Fix visibility placement which breaks Linux build.

	#lockdown Josh.Adams
	#codereview James.Golding

Change 2969002 on 2016/05/06 by Nick.Shin

	use boringssl until webrtc recompiled with openssl work is finished

	#jira UE-30298 - Fortnite and Orion crash on login
	#lockdown josh.adams

Change 2969545 on 2016/05/06 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#lockdown nick.penwarden

Change 2969923 on 2016/05/06 by Chris.Babcock

	Fix linker warning (mismatched function/variable for glMapBufferOES and glUnmapBufferOES)
	#jira UE-30222
	#ue4
	#android
	#lockdown Josh.Adams

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
	#lockdown josh.adams

#lockdown nick.penwarden

[CL 2970080 by Josh Adams in Main branch]
2016-05-07 12:42:47 -04:00
Andrew Grant
0b4257e23a Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2927181 on 2016/03/29 by Dmitry.Rekman

	(Optionally) exclude idle time from server FPS charts.

	- Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers).
	- Server FPS charts analytics events and log output will include the information if idle time was excluded.

	- Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log.

	#rb Paul.Moore
	#codereview Paul.Moore, Michael.Noland
	#tests Ran Linux server and Windows client on compatible content.

Change 2927084 on 2016/03/29 by Ben.Marsh

	BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately.

	#rb none
	#tests none

Change 2927060 on 2016/03/29 by Michael.Noland

	Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter)
	Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup)
	#rb marcus.wassmer
	#tests Ran and did some fps charts

Change 2927048 on 2016/03/29 by Michael.Noland

	HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD)
	#tests Compiled and ran Paragon
	#rb marcus.wassmer

Change 2926920 on 2016/03/29 by Ben.Marsh

	BuildGraph: Update schema with Rename task.

Change 2926911 on 2016/03/29 by Ben.Marsh

	BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/>

	#rb none
	#tests none

Change 2926908 on 2016/03/29 by Andrew.Grant

	Fix for CDO properties of renamed blueprints not being applied
	#rb none
	#tests loaded Origin map (renamed from Playgo3) and verified properties are applied.

Change 2926799 on 2016/03/29 by Jason.Bestimt

	#ORION_DG - Merge MAIN (23) @ CL# 2926780

	#RB:none
	#Tests:none

Change 2926663 on 2016/03/29 by david.nikdel

	#ROBOMERGE-OBO: jason.bestimt
	#ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ORION_23 - Potential fix for Cook failures

	"Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd."

	#RB:none
	#Tests: none

	[CodeReviewed]: andrew.grant, dan.oconnor

Change 2926510 on 2016/03/29 by Andrew.Grant

	Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock)
	#rb none
	#tests compiled

Change 2926495 on 2016/03/29 by Rob.Cannaday

	Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
	#jira FORT-18947
	#jira OR-17695
	#tests golden path
	#rb eric.newman

Change 2926427 on 2016/03/29 by Josh.Markiewicz

	#UE4 - fixed typo
	#rb none
	#tests none

Change 2926250 on 2016/03/29 by Martin.Mittring

	fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect
	#rb:Chris.Bunner
	#codereview:Brian.Karis

Change 2926224 on 2016/03/29 by Daniel.Lamb

	Fix for potenital threading issue with Console manager removing vars which could cause double free.
	#rb Robert.Manuszewski
	#test Orion cook

Change 2926174 on 2016/03/29 by Gareth.Martin

	Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people
	#rb
	#tests editor

Change 2925968 on 2016/03/29 by David.Nikdel

	#MCP #OSS
	- Read RedirectUrl from ini

	#RB: Eric.Newman
	#TESTS: compiled in another branch (merge over)
	#ROBOMERGE: Main

[CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
Justin Sargent
1ea3ed4697 Copying //UE4/Portal-Staging to //UE4/Main
#lockdown nick.penwarden

[CL 2920312 by Justin Sargent in Main branch]
2016-03-23 17:21:56 -04:00
John Pollard
239341c650 Copying //UE4/Dev-Networking to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2814968 on 2016/01/04 by John.Pollard
	Remove warning per connection when same warning happens at net driver level

Change 2815271 on 2016/01/04 by John.Pollard
	Fix header uploads in replays showing wrong size

	#rb none
	#tests Compiled, confirmed correct size

Change 2830613 on 2016/01/15 by John.Barrett
	Added better ability for unit tests to test socket-level netcode

	Full changes:
	- Added flag for auto-reconnecting on connection close
	- Added hook for socket level sends
	- Added ability to block socket-level sends and pre-PacketHandler LowLevelSend's
	- Added ability for net connections to force-enable packet handlers, even if presently off in the engine

	#rb none

Change 2830617 on 2016/01/15 by John.Barrett@JC2Q-LT_UE4

	Enabled NetcodeUnitTest in Linux, and other minor updates.

	#rb none

Change 2830621 on 2016/01/15 by John.Barrett@JC2Q-LT_UE4

	Added 'PacketLimitTest' and 'PacketLimitTest_Oodle' unit tests, for testing/verifying that MaxPacket limits are respected, through testing with Bunches and with raw sends passed through PacketHandlers (such as Oodle).

	#rb none

Change 2832402 on 2016/01/18 by Bart.Bressler@bart.bressler_Dev_Networking

	Always use the physical platform file when writing out steam_appid.txt, because it has to live next to executable that's being run (CotF builds will output it to the wrong location).

	#rb josh.markiewicz
	#tests checked that steam_appid.txt was written to the correct place with both CotF and cooked builds

Change 2833728 on 2016/01/19 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Networking-Minimal

	Fix for UE-20017 - "Http server headers implemented as TMaps and are overridden".  Just changing TMaps to TMultiMaps.  Haven't modified the behavior of GetHeader(), which will still return the first header that matches.

Change 2844880 on 2016/01/26 by Joe.Conley
	Fix for UE-20017 Http server headers implemented as TMaps and are overridden

	Previously had submitted a fix that changes the request and response headers TMap into a MultiMap, but the consensus was that it would be better to leave them as TMaps, but allow appending onto the existing entry for a given request header with an "AppendToHeader" function, and to concatenate entries for the same header name in the response headers.  In both cases, entries for the same header name are concatenated with ", ".

	Mac and iOS already had the desired behavior for responses, just added the AppendToHeader function to their request classes.

	HTML5 still has no implementation of response headers, filed as separate JIRA issue UE-26047.

	#platformnotify josh.adams

Change 2859343 on 2016/02/08 by Bart.Bressler
	Default MaxSearchResults in FOnlineSessionSearch objects to 1 instead of 0 - otherwise, the FOnlineAsyncTaskSteamFindServerBase tasks will complete right away without searching for sessions. Also print a warning in the task if this will happen.

	#codereview josh.markiewicz

Change 2862352 on 2016/02/10 by Bart.Bressler
	Fix demo.SkipTime cvar to work with negative values

	#rb john.pollard

Change 2866624 on 2016/02/14 by John.Barrett
	Fix plugin commandlet crash.

	#rb none

Change 2866627 on 2016/02/14 by John.Barrett
	Added NetDriver/PacketHandler ability to send/receive connectionless packets - i.e. packets not associated with a UNetConnection.

	Removed 'bEnabled' from PacketHandler - PacketHandler is now a default always-on part of the Engine.

	Added 'CountBits' to LowLevelSend, to support bit-level additions to packets from PacketHandler's, and refactored related code.

	#codereview John.Pollard

Change 2866628 on 2016/02/14 by John.Barrett
	Added an HMAC (Hash-based Message Authentication Code) generating function, to the SHA-1 code - for use with performing secure net connection handshakes.

	#rb none

Change 2866629 on 2016/02/14 by John.Barrett
	Added 'stateless handshake' to UE4, allowing a handshake to be performed without any open UNetConnection - making it more difficult for DoS attacks to consume memory resources.

	#codereview John.Pollard

Change 2866630 on 2016/02/14 by John.Barrett
	Updated Oodle to support new stateless handshake.

	#rb none

Change 2866631 on 2016/02/14 by John.Barrett
	Updated NetcodeUnitTest to work with new connectionless/stateless handshake changes. Compiles, but netcode presently needs fixing.

	#rb none

Change 2868367 on 2016/02/16 by John.Barrett
	Updated NetcodeUnitTest to work with stateless handshakes (now fixed connecting).

	Also fixed further commandlet problems.

	#rb none

Change 2878025 on 2016/02/23 by John.Barrett
	Immediately stop processing zero-size packets, to prevent CPU utilization during DDoS.

	Log IP of new connections, post-stateless-challenge (first time we know IP is verified).

	#codereview john.pollard

Change 2883776 on 2016/02/26 by John.Barrett
	Fixed beacons to work with stateless handshake.

Change 2886773 on 2016/02/29 by John.Barrett
	Made PacketHandler bit overhead align upwards to the next byte -  this wastes more bits than necessary, but is required as a temporary fix.

Change 2887801 on 2016/03/01 by John.Pollard
	Use correct default values when initializing shadow state for replication.

	Fixes issues with certain components and actors that have default values that differ from CDO.

[CL 2901490 by John Pollard in Main branch]
2016-03-09 13:54:33 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
92ec2b8239 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
==========================
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]
2015-12-04 09:32:58 -05:00
Richard Hinckley
6ceaa5aba7 Cleaning out programmer-only comments that were harvested by Doxygen.
#platformnotify Josh.Adams

[CL 2690143 by Richard Hinckley in Main branch]
2015-09-14 09:25:39 -04:00
James Moran
df424026a3 Enable HTML5 networking plugin by default.
Allow UAT to deploy websocket dedicated servers for HTML5.
UEPLAT-793 & UEPLAT-795

[CL 2621662 by James Moran in Main branch]
2015-07-15 09:24:49 -04:00
HueyPark
8b85fc1e0d PR #1349: fix spelling error (Contributed by HueyPark)
[CL 2613625 by James Moran in Main branch]
2015-07-08 11:38:06 -04:00