Commit Graph

850 Commits

Author SHA1 Message Date
Chris Bunner
1132fb074a Fixed MakeMA expression warnings.
#rb Marcus.Wassmer
#lockdown Nick.Penwarden

[CL 3390559 by Chris Bunner in Main branch]
2017-04-12 12:01:50 -04:00
Chris Bunner
ab9d8e35b1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None

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

Change 3358140 on 2017/03/22 by Rolando.Caloca

	DR - Fix copy to cube face
	- Compile fix when using dump layer
	- Add new error enum

Change 3358301 on 2017/03/22 by Mitchell.Wilson

	Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.

Change 3358477 on 2017/03/22 by Mitchell.Wilson

	Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.

Change 3358529 on 2017/03/22 by Mark.Satterthwaite

	Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.

Change 3358745 on 2017/03/22 by Mark.Satterthwaite

	Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.

Change 3358837 on 2017/03/22 by Joe.Graf

	Merge of pull request #3214 for the RenderDocPlugin

	#CodeReview: matt.kuhlenschmidt, marcus.wassmer
	#rb: marcus.wassmer

Change 3359112 on 2017/03/22 by Ben.Salem

	Update perf monitor to include frame time by default. Also, use only  game/PIE world timers when in editor, instead of all worlds combined.

	#tests Ran several Showdown test runs with plugin!

Change 3359363 on 2017/03/22 by Joe.Graf

	First pass at non-unity & no pch compilation

Change 3359449 on 2017/03/22 by Joe.Graf

	Added missing null check when exporting a EXR on Linux (UE-40268)

	#CodeReview: dmitry.rekman
	#rb: n/a

Change 3360349 on 2017/03/23 by Guillaume.Abadie

	Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.

	#jira UE-42920

Change 3360405 on 2017/03/23 by Marcus.Wassmer

	Better method for detecting Kepler

Change 3360718 on 2017/03/23 by Daniel.Wright

	Planar reflections handle views smaller than the render target in a general way
	* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
	* Planar reflections are now supported in splitscreen

Change 3360758 on 2017/03/23 by Daniel.Wright

	[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead

Change 3360762 on 2017/03/23 by Daniel.Wright

	[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool

Change 3360768 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram

Change 3360770 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox

Change 3360771 on 2017/03/23 by Daniel.Wright

	[Copy] Particle lights no longer force tiled deferred lighting.  Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen.  Saves 1.5ms Xbox with one particle light.

Change 3360774 on 2017/03/23 by Daniel.Wright

	[Copy] Distance field cvar comments

Change 3360782 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled selection color on Volume materials

Change 3360795 on 2017/03/23 by Daniel.Wright

	[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption.  Albedo is [0-1] reflectance, while Extinction is a world space density.

Change 3360799 on 2017/03/23 by Daniel.Wright

	[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y

Change 3360806 on 2017/03/23 by Daniel.Wright

	[Copy] Fixed volumetric fog being offset when viewport min is not 0

Change 3360809 on 2017/03/23 by Daniel.Wright

	[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot.  Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.

Change 3361651 on 2017/03/23 by Brian.Karis

	Higher quality sharp SSR at quality 4

Change 3361678 on 2017/03/23 by Brian.Karis

	Fresnel darkens diffuse for clearcoat.

Change 3361683 on 2017/03/23 by Brian.Karis

	Fixed SSR artifact

Change 3361691 on 2017/03/23 by Brian.Karis

	Chagned min roughness limit

Change 3361707 on 2017/03/23 by Brian.Karis

	Added inverse film tone map

Change 3361726 on 2017/03/23 by Brian.Karis

	Better precision inverse

Change 3361758 on 2017/03/23 by Brian.Karis

	Material flag normal curvature to roughness is no longer forward only.

Change 3361765 on 2017/03/23 by Brian.Karis

	Update ACES

Change 3361774 on 2017/03/23 by Brian.Karis

	Cleaned up alpha support and disabled screen edge clipping.

Change 3362478 on 2017/03/24 by Guillaume.Abadie

	Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.

	#author Brian.Karis

	#jira UE-42920

Change 3362738 on 2017/03/24 by Rolando.Caloca

	DR - Hide scene capture on IF

Change 3362890 on 2017/03/24 by Guillaume.Abadie

	Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha

Change 3363665 on 2017/03/24 by Mark.Satterthwaite

	PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)

Change 3363866 on 2017/03/24 by Arne.Schober

	DR - Updated NVAPI
	#RB Marcus.Wassmer

Change 3364300 on 2017/03/24 by Brian.Karis

	SSR use dynamic velocity

Change 3364372 on 2017/03/24 by Brian.Karis

	Fix changing off axis projection velocities.

Change 3364373 on 2017/03/24 by Brian.Karis

	Enabled velocity drawing in scene captures

Change 3365531 on 2017/03/27 by Guillaume.Abadie

	Computes the material's screen position material expression directly from the pixel shader SvPosition

Change 3365764 on 2017/03/27 by Chris.Bunner

	Lowering severity of crash for missing values in scalability.ini.

	#jira UE-41331

Change 3365916 on 2017/03/27 by Guillaume.Abadie

	Exposes the viewport offset within the view property material expression

Change 3365979 on 2017/03/27 by Brian.Karis

	Fixed skylight intensity from double applying

Change 3365987 on 2017/03/27 by Brian.Karis

	Stopped post process indirect lighting intensity from scaling skylight reflections

Change 3365991 on 2017/03/27 by Brian.Karis

	Fix for static analysis

Change 3366028 on 2017/03/27 by Daniel.Wright

	Volumetric fog supports static shadowing from Stationary lights
	* Using bilinear on static shadowmap depths + 1 PCF to smooth out results

Change 3366029 on 2017/03/27 by Daniel.Wright

	Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog

Change 3366055 on 2017/03/27 by Guillaume.Abadie

	Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.

Change 3366447 on 2017/03/27 by Simon.Tourangeau

	Fix IES light profile importer.
	- Bug in the LM-63-1986 format importer.

Change 3366836 on 2017/03/27 by Brian.Karis

	ClearUAV now supports int types

Change 3367435 on 2017/03/28 by Benjamin.Hyder

	Submitting Decal Automation map for initial approval

Change 3367572 on 2017/03/28 by Chris.Bunner

	Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.

	#jira UE-42989

Change 3367756 on 2017/03/28 by Olaf.Piesche

	Niagara material usage flags

Change 3367835 on 2017/03/28 by Marcus.Wassmer

	Fix crash when TileRenderer runs before anything else.  Make explicit behavior when rendering at a time when there is no valid scene.

Change 3367837 on 2017/03/28 by Marcus.Wassmer

	Missed a file.

Change 3367838 on 2017/03/28 by Richard.Wallis

	Updated items from original shelved version by Mark Satt:

	- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's

	**Description below taken from Mark Satt's original verison of this in CL3343280**

	Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.

	Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.

	- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently  supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
	- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
	- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
	- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
	- This bumps the object version and will cause all content to recook.
	- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).

Change 3367854 on 2017/03/28 by Mark.Satterthwaite

	Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.

Change 3367877 on 2017/03/28 by Brian.Karis

	Fixed linux build hopefully

Change 3368001 on 2017/03/28 by Mark.Satterthwaite

	Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.

Change 3368019 on 2017/03/28 by Mark.Satterthwaite

	And another fix for Windows compilation of MetalShaderFormat.

Change 3368042 on 2017/03/28 by Mark.Satterthwaite

	And a couple of simpler MSVC errors.

Change 3368271 on 2017/03/28 by Mark.Satterthwaite

	Make SceneRenderTargets compile again.

Change 3368691 on 2017/03/28 by Daniel.Wright

	[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis

Change 3369689 on 2017/03/29 by Marcus.Wassmer

	Fix non editor compile for now

Change 3369862 on 2017/03/29 by Marcus.Wassmer

	Get the rest of the things compiling again.

Change 3369896 on 2017/03/29 by Chris.Bunner

	Enabling AMD HDR support by default.

	#jira UE-42113

Change 3370535 on 2017/03/29 by Marcus.Wassmer

	DR - Fix template explicit instantiation for ClearUAV permutations
	#RB Brian.Karis, Arne.Schober

Change 3370704 on 2017/03/29 by Rolando.Caloca

	DR - Rewrote GPU Skin Cache
	- Per section buffers
	- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
	Copied from 3370529

Change 3371389 on 2017/03/30 by Richard.Wallis

	Remove temp working directories after archive packages built.

Change 3371641 on 2017/03/30 by Rolando.Caloca

	DR - Copy 3371640 (fix mem leak)

Change 3372436 on 2017/03/30 by Uriel.Doyon

	Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
	This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.

	Removed the limitation of only processing UMeshComponent when handling spawed primitive.
	This releases the level manager from having to manage dynamic primitives.
	This improves performance by not having to manage dynamic references in the level manager.

	Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
	many cases automatically where previously a manual callback to notify would have been required.

	Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
	because of lack of references in the streamer.

Change 3372740 on 2017/03/30 by Chris.Bunner

	[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
	StencilSceneTexture added to deferred list.
	A few known issues to be fixed in a follow-up CL.

Change 3372765 on 2017/03/30 by Uriel.Doyon

	Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update

Change 3372979 on 2017/03/30 by Richard.Hinckley

	#jira UE-43501
	The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.

Change 3373053 on 2017/03/30 by Simon.Tourangeau

	LPV Fade support
	- mostly integrated from CL 2959511

Change 3373272 on 2017/03/30 by Uriel.Doyon

	Added support for the concurrent update of dynamic primitives by the streaming manager.

Change 3373450 on 2017/03/30 by Rolando.Caloca

	DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
	Copy 3373364

	#jira UE-43492

Change 3373470 on 2017/03/30 by Marcus.Wassmer

	Nvidia Aftermath support

Change 3374187 on 2017/03/31 by Chris.Bunner

	Volume texture support for CombineLUTs/Tonemap compute pass.
	Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
	Skip compute post process out-of-bounds writes.
	Unsigned type conversion fixes.
	Trimmed compute post process shader inputs.

Change 3374233 on 2017/03/31 by Chris.Bunner

	Removed several redundant post process compute fences and resource transitions.
	Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).

Change 3374412 on 2017/03/31 by Rolando.Caloca

	DR - Fix static analysis

Change 3374544 on 2017/03/31 by Richard.Wallis

	FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.

	Future Work
	- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
	- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
	- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock

Change 3374588 on 2017/03/31 by Richard.Wallis

	Windows Compile Fixes

Change 3374810 on 2017/03/31 by Benjamin.Hyder

	updating recommended GPU drivers

Change 3375207 on 2017/03/31 by Rolando.Caloca

	DR - vk - Fixed swapchain format selection for some Linux platforms

Change 3375248 on 2017/03/31 by Rolando.Caloca

	DR - vk - Prefer D32S8

Change 3375495 on 2017/03/31 by Rolando.Caloca

	DR - vk - Update to sdk 1.0.42.2

Change 3375496 on 2017/03/31 by Rolando.Caloca

	DR - Force compiling with updated Vulkan SDK

Change 3375636 on 2017/03/31 by Mark.Satterthwaite

	Copying Metal improvements from task stream, with some modifications:
	- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
	- Support for Apple's Instruments "Points of Interest" tool.
	- Consolidation of some Mac & iOS compiler, memory and thread handling code.
	- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
	- Improvements to the internal FMetalDebug layer, still off by default.
	- Limited support for Xcode automatic code-signing for iOS/tvOS.
	- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
	- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
	- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
	- Smattering of lesser fixes.

Change 3375654 on 2017/03/31 by Mark.Satterthwaite

	Incremental Windows build fix.

Change 3375656 on 2017/04/01 by Mark.Satterthwaite

	Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).

Change 3375797 on 2017/04/01 by Mark.Satterthwaite

	Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...

Change 3375798 on 2017/04/01 by Mark.Satterthwaite

	Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.

Change 3375835 on 2017/04/01 by Mark.Satterthwaite

	Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.

Change 3376143 on 2017/04/02 by Mark.Satterthwaite

	Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.

Change 3376324 on 2017/04/03 by Chris.Bunner

	Fixed cvar re-registration log spam and flagged a testing-only cvar as such.

Change 3376726 on 2017/04/03 by Benjamin.Hyder

	Submitting initial HDR test map (WIP)

Change 3376756 on 2017/04/03 by Guillaume.Abadie

	Fixes scene captures ordering's backward compatibility.

	Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.

Change 3377378 on 2017/04/03 by Arne.Schober

	DR - Fix ShaderRecompiling over and over again
	#RB Chris.Bunner

Change 3377512 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events

Change 3377518 on 2017/04/03 by Daniel.Wright

	[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12

Change 3377526 on 2017/04/03 by Daniel.Wright

	[Copy] "Ran out of GPU queries!" log only happens once

Change 3377535 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed unreferenced local variable

Change 3377539 on 2017/04/03 by Daniel.Wright

	[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages

Change 3377546 on 2017/04/03 by Daniel.Wright

	[Copy] Added r.LightMaxDrawDistanceScale for local light scalability

Change 3377553 on 2017/04/03 by Daniel.Wright

	[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path

Change 3377560 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes

Change 3377565 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)

Change 3377572 on 2017/04/03 by Daniel.Wright

	[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC

Change 3377586 on 2017/04/03 by Daniel.Wright

	Fixed compile error

Change 3377699 on 2017/04/03 by David.Hill

	FFT Code.  Moved over from raven and refactored

	#review-3374589 @guillaume.abadie

Change 3377910 on 2017/04/03 by David.Hill

	GPU FFT: Fix Linux Build
	adding a missing template<> to an IMPLEMENT_SHADER_TYPE

Change 3378751 on 2017/04/04 by Marcus.Wassmer

	HQ particle lights now spawn attached to the same socket as their parent module.

Change 3378819 on 2017/04/04 by Richard.Wallis

	Should be no need to protect shader cache against RHI thread now.

Change 3378823 on 2017/04/04 by Richard.Wallis

	FRHIShaderLibrary Opaque Type

	- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
	- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
	- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.

Change 3378883 on 2017/04/04 by Arne.Schober

	DR - Fix DCC build

Change 3378885 on 2017/04/04 by Richard.Wallis

	Metal resource cast compile fix post merge.

Change 3378946 on 2017/04/04 by Chris.Bunner

	SM4 assert fix.

Change 3378953 on 2017/04/04 by Chris.Bunner

	Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
	Allowed material nodes to opt out of mask-based pin coloration.
	#tests Compiled most Paragon materials + QAGame test maps.

	#jira UE-39885

Change 3379189 on 2017/04/04 by Arne.Schober

	DR - Fix aftermath staging

Change 3379229 on 2017/04/04 by Arne.Schober

	DR - Fix missing include

Change 3379374 on 2017/04/04 by Mark.Satterthwaite

	Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.

Change 3379505 on 2017/04/04 by Rolando.Caloca

	DR - Fix mismatched interpolators

Change 3379539 on 2017/04/04 by Mark.Satterthwaite

	No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...

	#jira UE-43626

Change 3379561 on 2017/04/04 by Rolando.Caloca

	DR - Fix root signature issues on D3D12 PC

Change 3379590 on 2017/04/04 by Mark.Satterthwaite

	Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.

	#jira UE-43626

Change 3379917 on 2017/04/04 by Uriel.Doyon

	Fix to input mismatch

Change 3380578 on 2017/04/05 by Chris.Bunner

	Shader type fixes.

	#jira UE-43652

Change 3380639 on 2017/04/05 by Rolando.Caloca

	DR - Expose GetOrCreate PSO and document

Change 3380821 on 2017/04/05 by Guillaume.Abadie

	Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()

	#jira UE-43642

Change 3381092 on 2017/04/05 by Guillaume.Abadie

	Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.

	This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.

Change 3381300 on 2017/04/05 by Mark.Satterthwaite

	Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.

	#jira UE-43597

Change 3381359 on 2017/04/05 by Guillaume.Abadie

	Back out changelist 3381092

Change 3381421 on 2017/04/05 by Mark.Satterthwaite

	Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.

	#jira UE-43689

Change 3381422 on 2017/04/05 by Mark.Satterthwaite

	Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.

	#jira UE-43691

Change 3381503 on 2017/04/05 by Daniel.Wright

	More intuitive controls for Volumetric Fog
	* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
	* InscatteringColorCubemap is now supported by Volumetric Fog
	* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
	* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
	* Volume Materials have twice the interpolators available

Change 3381527 on 2017/04/05 by Mark.Satterthwaite

	Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.

Change 3381671 on 2017/04/05 by Mark.Satterthwaite

	Better error message for failure to compile shaders remotely from PC for Metal.

Change 3381769 on 2017/04/05 by Rolando.Caloca

	DR - Added lock texture array 2d on Vulkan

Change 3382003 on 2017/04/05 by Mark.Satterthwaite

	Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.

Change 3382030 on 2017/04/05 by Zachary.Wilson

	Fix compiling Metal text shaders from PC broken in merge from task stream.
	#submitter mark.satterthwaite

	#jira UE-43652

Change 3382880 on 2017/04/06 by Mark.Satterthwaite

	Michael Trepka's CL #3379927:
	VolumetricFogVoxelization implementation for Mac

Change 3383315 on 2017/04/06 by Mark.Satterthwaite

	Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.

	#jira UE-43739

Change 3384639 on 2017/04/07 by Marcus.Wassmer

	Move ShaderResource version bump to RenderingObjectVersion

Change 3384704 on 2017/04/07 by Mark.Satterthwaite

	Compile fix for merge.

Change 3384933 on 2017/04/07 by Rolando.Caloca

	DR - Fix skin cache crash with BP (copy 3384714)

Change 3385104 on 2017/04/07 by Mark.Satterthwaite

	Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.

	#jira UE-43783

Change 3385105 on 2017/04/07 by Mark.Satterthwaite

	Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783

	#jira UE-43783

Change 3385118 on 2017/04/07 by Arne.Schober

	DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
	#RB none

Change 3385149 on 2017/04/07 by Marcus.Wassmer

	Fix skincache motion blur

Change 3385189 on 2017/04/07 by Rolando.Caloca

	DR - Fix swapchain format for editor on Vulkan

Change 3385287 on 2017/04/07 by Mark.Satterthwaite

	Enable SM5 on Intel as of 10.12.4 and later.

Change 3385347 on 2017/04/07 by Rolando.Caloca

	DR - Temp fix for GL4 corruption on editor
	#jira UE-43785

Change 3385363 on 2017/04/07 by Rolando.Caloca

	DR - Actually fix all win platforms for GL bug
	#jira UE-43785

Change 3385557 on 2017/04/07 by Arne.Schober

	DR - [UE-43205] - Fix mesh paint
	#RB none

Change 3385608 on 2017/04/07 by Daniel.Wright

	Fixed SampleCmp being used on a non-depth texture, causing a d3d error

Change 3385980 on 2017/04/10 by Rolando.Caloca

	DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture

Change 3386042 on 2017/04/10 by Rolando.Caloca

	DR - Fix metal merge issue

Change 3386157 on 2017/04/10 by Rolando.Caloca

	DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)

Change 3386356 on 2017/04/10 by Chris.Bunner

	Resolving merge errors.

Change 3386414 on 2017/04/10 by Chris.Bunner

	Resolved merge issue in RendererScene.cpp.

Change 3386700 on 2017/04/10 by Mark.Satterthwaite

	Silence documentation warnings.

Change 3387178 on 2017/04/10 by Chris.Bunner

	Removed invalid mask correction on MakeMA material nodes.

Change 3388177 on 2017/04/11 by Marcus.Wassmer

	Disable ensure that is no longer relevant now that we bind clear colors on texture creation

Change 3388261 on 2017/04/11 by Chris.Bunner

	Static analysis fix.

[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
Jeff Fisher
ef46ecfe9f UE-43767 //UE4/Main: Step 'Build DDC Win64' - 3 Errors
-Added runtime check that morpheus plugin is available to compiling the rgbatoyuv shader.  Fixed the name of the shader in the 'optional' shader list. Wrapped shader in HAS_MORPHEUS.  All of this makes it more like PostProcessMorpheus, which works correctly on all build configurations.
-Cleaned up some comments.
#lockdown Nick.Penwarden
#jira UE-43767
#rb Ryan.Vance

[CL 3385644 by Jeff Fisher in Main branch]
2017-04-07 22:12:52 -04:00
Thomas Sarkanen
1102c5e12c Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden

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

Change 3294073 on 2017/02/09 by Thomas.Sarkanen

	Delete old location of FriendViewModel.h that did not get picked up correctly in the merge

Change 3354003 on 2017/03/20 by Thomas.Sarkanen

	Back out changelist 3353914

Change 3355932 on 2017/03/21 by Thomas.Sarkanen

	Back out changelist 3354003

	Reinstating merge from Main:

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839

Change 3358776 on 2017/03/22 by Ori.Cohen

	Recreate physics when changing mobility of components - fixes debug rendering issue

	#JIRA UE-39328

Change 3360075 on 2017/03/23 by James.Golding

	Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.

Change 3362695 on 2017/03/24 by Thomas.Sarkanen

	Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor

	#jira UE-41100 - Persona code calling incorrect extenders when building menus.

Change 3362696 on 2017/03/24 by Thomas.Sarkanen

	Facial animation experimental feature now pops up restart editor toast

	#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer

Change 3362699 on 2017/03/24 by Thomas.Sarkanen

	Enable snapping for translation in animation viewports

	#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
	#jira UE-39748 - Translating bones in Persona is not affected by Snap Options

Change 3362700 on 2017/03/24 by Thomas.Sarkanen

	Curve source nodes now dont update their source title if the source is a pin

	The title of the node is not recached when the pin default changes, so we cant display it in the title

	#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in

Change 3362721 on 2017/03/24 by Thomas.Sarkanen

	CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports

	#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona

Change 3362724 on 2017/03/24 by Thomas.Sarkanen

	Fix animation preview scene keyboard bindings

	Also moved advanced preview scene into its own module

	#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.

Change 3362783 on 2017/03/24 by Ori.Cohen

	Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.

Change 3362796 on 2017/03/24 by Ori.Cohen

	Fix welded capsules not using the right rotation

	#JIRA UE-41546

Change 3362803 on 2017/03/24 by Ori.Cohen

	Recreate physics when changing mobility of components - fixes debug rendering issue

	#JIRA UE-39328

Change 3363013 on 2017/03/24 by Thomas.Sarkanen

	Fix CIS issue

Change 3363202 on 2017/03/24 by Ori.Cohen

	Fix bad #endif

Change 3363295 on 2017/03/24 by Ori.Cohen

	Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.

	#JIRA UE-40783

Change 3363435 on 2017/03/24 by Jon.Nabozny

	Fix infinite jump on client when Jump Max Hold Time is not 0.

	#jira UE-41004

Change 3363451 on 2017/03/24 by Jon.Nabozny

	Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).

	#jira UE-39567

Change 3363504 on 2017/03/24 by Jon.Nabozny

	Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
	(Code originally came from SCE via UDN)

	#jira UE-41049

Change 3363532 on 2017/03/24 by Ori.Cohen

	Change default to SkipSimulatedBones.

	#JIRA UE-41404

Change 3363537 on 2017/03/24 by Ori.Cohen

	Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.

	#JIRA UE-30826

Change 3363681 on 2017/03/24 by Jon.Nabozny

	Reapply 3292286 after it was clobbered by 3360002
	(Only clobbered in Ocean).

	#jira UE-37512

Change 3363722 on 2017/03/24 by mason.seay

	Updated map to improve testing

Change 3365351 on 2017/03/27 by Thomas.Sarkanen

	Fix non-PCH CIS errors

	#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name

Change 3365422 on 2017/03/27 by Thomas.Sarkanen

	Fixed skinned mesh LOD not updating in editor under various physics-related circumstances

	#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport

Change 3365423 on 2017/03/27 by Thomas.Sarkanen

	Fix ensure when setting Spline IK Bone Axis  to 'None'

	Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.

	#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK

Change 3365424 on 2017/03/27 by Thomas.Sarkanen

	Fix control rigs being convertable to possessables

	Also prevent 'export to anim sequence' button from appearing on standard level sequences

	#jira UE-42070 - Crash converting a control rig to Possessable

Change 3365425 on 2017/03/27 by Thomas.Sarkanen

	When selecting bones that are non-required, we dont render gizmos or text labels

	#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona

Change 3365426 on 2017/03/27 by Thomas.Sarkanen

	Fixed foot placement IK doing line traces on worker threads

	Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
	Note: Node is not actually used

	#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread

Change 3365428 on 2017/03/27 by Thomas.Sarkanen

	Skeleton selection no does not lag behind choice made in viewport

	#jira UE-42236 - Mesh Overlay always lags behind actual selection

Change 3365429 on 2017/03/27 by Thomas.Sarkanen

	Fix anim BPs that contain state machines having blank palettes

	#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs

Change 3365435 on 2017/03/27 by Jurre.deBaare

	Undoing Channel selection in Paint mode does not work
	#fix use duplicated CDO object instead of CDO directly
	#jira UE-42621

Change 3365436 on 2017/03/27 by Jurre.deBaare

	Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
	#fix use duplicated CDO object instead of CDO directly
	#jira UE-40347

Change 3365437 on 2017/03/27 by Jurre.deBaare

	Ensure that HLOD cannot be set up in sub-levels
	#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
	#jira UE-40301

Change 3365438 on 2017/03/27 by Jurre.deBaare

	2D Blendspace breaks when aligning samples in a straight line
	#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
	#jira UE-42744

Change 3365439 on 2017/03/27 by Jurre.deBaare

	Color View Mode doesn't reset when closing/reopening editor
	#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
	#jira UE-42466

Change 3365440 on 2017/03/27 by Jurre.deBaare

	LOD Model field scrubbing is very sensitive
	#fix made sure that max slider value is also driven by data
	#jira UE-42980

Change 3365441 on 2017/03/27 by Jurre.deBaare

	Replacing an asset in a sequence player node does not register in undo history
	#fix added transaction for dropping anim assets on player nodes
	#jira UE-39152

Change 3365442 on 2017/03/27 by Jurre.deBaare

	Crash on Mac importing some alembic files
	#fix disable multithread abc file reading with HDF5 backend
	#jira UE-39783

Change 3365443 on 2017/03/27 by Jurre.deBaare

	Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"

Change 3365444 on 2017/03/27 by Jurre.deBaare

	Moving over Alembic fixes:
	- Time offset issues > changed how we determine frame indices and frame steps
	- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
	- Automatically set recompute tangent flag on skeletal mesh sections

Change 3365451 on 2017/03/27 by Jurre.deBaare

	CIS: include needed for GetTransientPackage

Change 3365460 on 2017/03/27 by Jurre.deBaare

	CIS: apparently CIS wants explicit cast to UObject

Change 3365463 on 2017/03/27 by Jurre.deBaare

	CIS: final fix, was actually UPackage include missing ugh

Change 3365486 on 2017/03/27 by Thomas.Sarkanen

	Fix case error in include for Linux builds

Change 3365499 on 2017/03/27 by James.Golding

	Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
	Fix FCollsiionProfileData typo
	#jira UE-42490

Change 3365500 on 2017/03/27 by Jurre.deBaare

	Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
	#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
	#jira UE-42637

Change 3365501 on 2017/03/27 by James.Golding

	Disable rather than hide anim picker when no mesh assigned
	#jira UE-35537

Change 3365505 on 2017/03/27 by James.Golding

	Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
	https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
	#jira UE-43061

Change 3365515 on 2017/03/27 by Jurre.deBaare

	Using Alt+Click to break Transition node connections cannot be undone using the Undo command
	#fix added transactions to breaking node links
	#jira UE-39068

Change 3365528 on 2017/03/27 by Jurre.deBaare

	Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
	#fix added validation on blendspaces when removing or adding sync markers in animation editor
	#jira UE-39814

Change 3365535 on 2017/03/27 by Jurre.deBaare

	Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
	#fix lock camera if erasing as well
	#jira UE-42474

Change 3365539 on 2017/03/27 by Jurre.deBaare

	Painting on animation sequence paints on invisible T-pose skeleton
	#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
	#jira UE-42484

Change 3365545 on 2017/03/27 by Jurre.deBaare

	Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
	#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
	#jira UE-43091

Change 3365549 on 2017/03/27 by Jurre.deBaare

	CIS: include fix

Change 3365555 on 2017/03/27 by Jurre.deBaare

	Missing change from 3365545

Change 3365561 on 2017/03/27 by Jurre.deBaare

	Missing change from 3365545

Change 3365918 on 2017/03/27 by Ori.Cohen

	PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)

	#JIRA UE-43337

Change 3366234 on 2017/03/27 by Ori.Cohen

	Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.

	#JIRA UE-43339

	#pr 3427

Change 3367252 on 2017/03/28 by Jurre.deBaare

	Vertex Weight Painting options are no longer present in MeshPaint mode
	#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
	#jira UE-43357

Change 3367340 on 2017/03/28 by Jurre.deBaare

	GC fix for recent changes to painting / alembic settings

Change 3367445 on 2017/03/28 by Thomas.Sarkanen

	Fix fallout from Main merge

	OrionEditor needs to depend on the new AdvancedPreviewScene module.

Change 3367741 on 2017/03/28 by Ori.Cohen

	Remove unused physics warning when moving simulated object during physics

	#jira UE-41465

Change 3368072 on 2017/03/28 by Ori.Cohen

	Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade

	#JIRA UE-42956

Change 3368479 on 2017/03/28 by Ori.Cohen

	Fix GetClosestPoint incorrectly considering welded bodies.

	#JIRA UE-39329

Change 3368620 on 2017/03/28 by Lina.Halper

	Added code comment

	#rb:none
	#jira: UE-38836

Change 3368752 on 2017/03/28 by mason.seay

	Updated test map since UE-338836 came back as by design

Change 3369370 on 2017/03/29 by James.Golding

	Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
	Add separate options for showing simple and complex collision in StaticMesh Editor
	#jira UE-42844

Change 3369438 on 2017/03/29 by Lina.Halper

	Fix issue where it updates more often when you give too high update rate - i.e. 60

	#jira: UE-38844
	#code review: Laurent.Delayen

Change 3369462 on 2017/03/29 by Thomas.Sarkanen

	Add preview mesh to animation blueprints

	Auto set preview mesh for animation assets and animation blueprints based off meshes.

	#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona

Change 3369463 on 2017/03/29 by Thomas.Sarkanen

	We now select current preview mesh in the preview mesh dropdown

Change 3369464 on 2017/03/29 by Thomas.Sarkanen

	Ticks now appear properly on anim sequence scrub bar

	#jira UE-41197 - No additional ticks appear on the timeline when you zoom in

Change 3369465 on 2017/03/29 by Thomas.Sarkanen

	Persona now depends publicly on SkeletonEditor

	GitHub PR #3431 from kayama-shift

	#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically

Change 3369466 on 2017/03/29 by Thomas.Sarkanen

	Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package

	#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints

Change 3369467 on 2017/03/29 by Thomas.Sarkanen

	Tweaked combo box alignment for world/local transform

	Appearance is now closer to that of the level editor

Change 3369469 on 2017/03/29 by Thomas.Sarkanen

	Prevent switching to unsupported widget modes when editing control rigs

	#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly

Change 3369588 on 2017/03/29 by Thomas.Sarkanen

	Make import data and thumbnail data transactional

	#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)

Change 3369609 on 2017/03/29 by Thomas.Sarkanen

	Montages are now correctly initialized when created

	They can be used straight away without first opening them in the montage edtior.
	Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.

	#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP

Change 3369610 on 2017/03/29 by Thomas.Sarkanen

	Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved

	#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names

Change 3369647 on 2017/03/29 by Ori.Cohen

	Fix mass debug not working when moving components in the editor.

	#JIRA UE-43437

Change 3369875 on 2017/03/29 by Ori.Cohen

	Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.

	#JIRA UE-25923

Change 3370144 on 2017/03/29 by Lina.Halper

	Fix on the retargeting child anim BP

	#rb: Martin.Wilson
	#jira: UE-39928

Change 3371480 on 2017/03/30 by James.Golding

	Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.

	#jira UE-42132

Change 3371484 on 2017/03/30 by Thomas.Sarkanen

	We now propagate thread safety flags to child Animation Blueprints

Change 3371486 on 2017/03/30 by Thomas.Sarkanen

	Fixed crash and effector selection issues for two bone IK

	Crash occured when selecting the root bone as the end of the chain.
	Viewport selection was not working at all as we werent creating any selection proxy actors any more.

Change 3371497 on 2017/03/30 by Thomas.Sarkanen

	Added warning when Sequencer tries to write to properties that have changed type

	#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert

Change 3371614 on 2017/03/30 by Martin.Wilson

	Clean up deprecated property value after load so we dont get extra anim blueprint references

	#jira UE-42501

Change 3371619 on 2017/03/30 by James.Golding

	Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs

Change 3372452 on 2017/03/30 by Jon.Nabozny

	Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.

	#jira UE-36546

Change 3373043 on 2017/03/30 by Lina.Halper

	- Consolidating to FastLerp to simply code
	- Added comment on FastLerp as the result is not normalized

	#rb: Michael.Noland, David.Hill

Change 3373292 on 2017/03/30 by Jeff.Farris

	Made Actor.DispatchPhysicsCollisionHit virtual.

	(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)

Change 3373293 on 2017/03/30 by Jeff.Farris

	Added PhysicalAnimationComponent.GetBodyTargetTransform

	(Copied 3256175 from RoboRecall to Dev-AnimPhys)

Change 3373318 on 2017/03/30 by Jeff.Farris

	Added option for components to opt out of physics impulses on damage.

	(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)

Change 3374064 on 2017/03/31 by Thomas.Sarkanen

	Renaming curves in animations is now saved properly

	Guids were not being set, so loading code obliterated the rename after an editor restart

	#jira UE-40582 - Curve name is not updated when user changes it in persona editor.

Change 3374175 on 2017/03/31 by Thomas.Sarkanen

	Two bone IK UI consistency fixes

	Completely removed all bone select actors. They have a terrible UX anyway.
	We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.

	#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set

Change 3374216 on 2017/03/31 by Martin.Wilson

	Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data

	#jira UE-37897

Change 3374253 on 2017/03/31 by Thomas.Sarkanen

	Supplementary fix to CL 3371497

	Adding name exposure for property types that we support

Change 3374298 on 2017/03/31 by Jeff.Farris

	Code change from nVidia that improves physX perf (afterIntegration time).

	(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)

Change 3374432 on 2017/03/31 by Lina.Halper

	Make sure AcitveBoneIndices contains parent

	#jira: UE-14597
	#rb: Martin.Wilson
	#code review: Benn.Gallagher, Alexis.Matte, James.Golding

Change 3374836 on 2017/03/31 by Jon.Nabozny

	Fixup hits returned before start of trace in raycast_capsule.

	This change is copied from CL-3297212

	#jira UE-42532

Change 3375195 on 2017/03/31 by Lina.Halper

	resave animation sequence for increasing info to warning

	#code review: Thomas.Sarkanen
	#jira: UE-40643

Change 3375282 on 2017/03/31 by Lina.Halper

	Fix odin content for animation : resave animation sequence for increasing info to warning

	#code review: Thomas.Sarkanen
	#jira: UE-40643

Change 3375288 on 2017/03/31 by Lina.Halper

	reverting code of degrading warning to info to avoid warning

	#jira: UE-40643

Change 3375865 on 2017/04/01 by Lina.Halper

	fix build error

Change 3375868 on 2017/04/01 by Lina.Halper

	fix build warning on shadow var

	#code review: Thomas.Sarkanen

Change 3376283 on 2017/04/03 by Thomas.Sarkanen

	Reworked, more generic property path handling in object change listener

	This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
	The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
	Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
	IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
	Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).

	#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys

Change 3376320 on 2017/04/03 by Benn.Gallagher

	Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
	#jira OR-36926

Change 3376413 on 2017/04/03 by Benn.Gallagher

	Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
	#jira OR-36927

Change 3376421 on 2017/04/03 by Benn.Gallagher

	Missed file from OR cloth fixes merge

Change 3376456 on 2017/04/03 by Lina.Halper

	Resave fortnite animation to remove warning

	#rb: none

Change 3376479 on 2017/04/03 by Jon.Nabozny

	Touch PhysXLibs to ensure physx links properly.
	(Needed for CL-3374836)

Change 3376610 on 2017/04/03 by Martin.Wilson

	Fix for crash when reimporting lodded mesh with virtual bones

	#jira UE-43557

Change 3376618 on 2017/04/03 by Jurre.deBaare

	Mesh Paint decrement rate is too slow when used with hotkeys
	#fix change way we increase/decrease brush value
	#jira UE-43402

Change 3376650 on 2017/04/03 by Benn.Gallagher

	Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
	#jira UE-41739

Change 3376771 on 2017/04/03 by Benn.Gallagher

	Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
	#jira UE-41737

Change 3378117 on 2017/04/04 by Thomas.Sarkanen

	Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified

	Also added a warning to inform users of the issue.

	#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur

Change 3378118 on 2017/04/04 by Thomas.Sarkanen

	Fix 2-bone IK flickering

	First changed non-triangular range check to be >= instead  of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.

	#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched

Change 3378192 on 2017/04/04 by Benn.Gallagher

	Trivial fix to clothing dropdowns to unbind clothing assets when switching

Change 3378206 on 2017/04/04 by Thomas.Sarkanen

	Fix IncludeTool static analysis errors

	Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.

	#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error

Change 3378207 on 2017/04/04 by Thomas.Sarkanen

	Fix static analysis warning

Change 3378267 on 2017/04/04 by Benn.Gallagher

	Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.

Change 3378268 on 2017/04/04 by Benn.Gallagher

	Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
	#jira UE-40407

Change 3378342 on 2017/04/04 by Jurre.deBaare

	Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
	#fix ensure that we update the skeleton tree when changes to the bones are made
	#misc made sure the reapply button its visibility is dynamic
	#misc made sure we always re-add previously removed bones when necessary
	#jira UE-40500

Change 3378374 on 2017/04/04 by Thomas.Sarkanen

	Fixed animation not working for dynamically-bound wheeled-vehicle anim instances

	Vehicle anim instance now looks for a wheeled vehicle component when it initializes.

	#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns

Change 3378518 on 2017/04/04 by Jon.Nabozny

	Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.

	#jira UE-23695

Change 3378538 on 2017/04/04 by Martin.Wilson

	Speculative fix for unreproducable crash on loading animations

	#jira OR-37157

Change 3378592 on 2017/04/04 by Jurre.deBaare

	Mesh painting tools not working outside of QAGame
	#fix required a direct loadmodule call

Change 3378622 on 2017/04/04 by Jurre.deBaare

	CIS shadow variable fix

Change 3378742 on 2017/04/04 by Thomas.Sarkanen

	Fixed crash entering PIE in Orion

Change 3378907 on 2017/04/04 by Benn.Gallagher

	Re-added wind adaptiive effects to legacy wind path.
	Fixed math error in damping calculations (log2/loge).
	#jira UE-42044

Change 3379240 on 2017/04/04 by Jon.Nabozny

	Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies

Change 3379415 on 2017/04/04 by Jon.Nabozny

	Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.

	#JIRA UE-32598

Change 3379502 on 2017/04/04 by Lina.Halper

	Mirroring issue with flipping rotation due to not counting scale

	#jira: UE-33646, UE-34489
	#rb: Ori.Cohen
	#code review: Zak.Middleton

Change 3380544 on 2017/04/05 by Thomas.Sarkanen

	Fix warning spam when playing back UMG sequences animating visibility

	Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
	Also removed message log usage in shipping/test builds.

	#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.

Change 3380605 on 2017/04/05 by Benn.Gallagher

	Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
	#jira UE-43624

Change 3381025 on 2017/04/05 by Jon.Nabozny

	Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.

Change 3381475 on 2017/04/05 by Lina.Halper

	Fix crash on creating montage and setting slot node

	#jira: UE-43698
	#rb: Ori.Cohen

Change 3381558 on 2017/04/05 by Lina.Halper

	Better clean up of flipping issue of quaternion issue

	#jira: UE-33646, UE-34489
	#rb: Zak.Middleton

Change 3381789 on 2017/04/05 by Jon.Nabozny

	Revert InitAnim changes from CL-3379415 to fix cook warnings.
	(Will have proper fix for 4.17 instead).

Change 3381978 on 2017/04/05 by Aaron.McLeran

	#jira UE-43654 Fixing oculus audio SDK sample rate issue

Change 3383181 on 2017/04/06 by Lina.Halper

	Remove copy right of Dual quaternion since we no longer uses

	#code review:Leslie.Nivison

Change 3383283 on 2017/04/06 by Ori.Cohen

	Fixed missing invalidation for body setup when modifying materials

	#JIRA UE-43680

Change 3383602 on 2017/04/06 by Lina.Halper

	Fixed scroller in retargeting window

	#jira: UE-43736

Change 3384369 on 2017/04/07 by Jurre.deBaare

	Wrong bone is sometimes highlighted in skeleton editor
	#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
	#jira UE-43735

Change 3384744 on 2017/04/07 by Jon.Nabozny

	Fix body rotation being killed on load.

	#JIRA UE-43771

[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
Ryan Vance
8044633af9 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3383750)
#lockdown Nick.Penwarden

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

Change 3012064 on 2016/06/13 by Nick.Whiting

	Merging Main -> DevVR

Change 3048060 on 2016/07/13 by Nick.Whiting

	Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
	Upgrade Android and iOS GVR SDK to the latest.
	Fix the flipped vignette issue when using Unreal's post processing distortion.
	Change the Daydream & Cardboard mode to use scanline racing.
	Deprecate the ability to turn off individual UI elements.

Change 3235307 on 2016/12/14 by Keli.Hlodversson

	Filter out excluded HMD modules during FEngineLoop:PreInitHMDDevice. The final selection still happens in UEngine::InitializeHMDDevice as all HMD plugins have not been loaded during PreInit

Change 3235308 on 2016/12/14 by Ryan.Vance

	#jira UEVR-478

	Monoscopic far field improvements

	Shader changes are now gated behind the read only cvar vr.MonoscopicFarField. Changing this requires a shader compile.
	Moved the mono rendering mode to the cvar vr.MonoscopicFarFieldMode. This is writable, so users can enable/disable mono rendering on the fly if the above cvar is enabled.
	Only write to the alpha channel in the mobile base pass if the object is opaque and MONOSCOPIC_FAR_FIELD is defined.
	Addressed code review comments.

Change 3235397 on 2016/12/14 by Keli.Hlodversson

	[Oculus] Only enable GearVR platform on Windows if Oculus service is running
	Original author: Loren.McQuade

Change 3235762 on 2016/12/14 by Keli.Hlodversson

	Add explicit parentheses to placate the build bots.

Change 3242318 on 2016/12/21 by Ryan.Vance

	Working around pixel density crash.

Change 3242522 on 2016/12/21 by Ryan.Vance

	Missing flag clear so our adaptive test was always returning true.

Change 3243173 on 2016/12/22 by Ryan.Vance

	Integrating post present callback implementation from 4.14.1

Change 3248633 on 2017/01/05 by Keli.Hlodversson

	Copying //Tasks/UE4/Dev-VR-Refactoring to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 3248723 on 2017/01/05 by Keli.Hlodversson

	Fix after merge. EnablePositionalTracking no longer exists.

Change 3249484 on 2017/01/06 by Keli.Hlodversson

	Add missing includes

Change 3249714 on 2017/01/06 by Keli.Hlodversson

	Remove monolithic header include

Change 3249980 on 2017/01/06 by Keli.Hlodversson

	SteamVR: Remove leftover unused WindowMirrorMode member variable

Change 3252432 on 2017/01/10 by Keli.Hlodversson

	Submitting change by Loren McQuade to fix monolithic builds.

	Unshelved from pending changelist '3251436':

Change 3257373 on 2017/01/13 by Keli.Hlodversson

	#jira UEVR-411: Finish renaming/removing/remodelling the remaining Oculus (Rift+GearVR) commands
	#jira UEVR-412: Rename and merge remaining Morpheus console commands
	#jira UEVR-417: Remove Exec from IHeadMountedDisplay

Change 3269971 on 2017/01/24 by Jeff.Fisher

	UEVR-498 move controller is missing world to meters
	UEVR-522 PS4 motion controller worldscale support.
	-Passing world to meters scale into getControllerOrientationAndPosition because the thing asking about it ought to be part of a world, and know what it should be.  This also avoids making PS4 motion controllers dependent on the HMD.  Note Google VR Controller doesn't do position, so doesnt' care about scale.  Oculus already had internal threadsafe tracking of world scale, so I left that.  Steam handles world scale below our input level.
	-Also adding PlayerIndex member to FSceneView so we can figure out which view the MotionControllerComponent should get its worldscale from for the late render thread update.
	#jira UEVR-498
	#review-3384107

Change 3288308 on 2017/02/06 by Jeff.Fisher

	UEVR-517 Detect MotionController Connectivity
	-PS4 can only track 2 controllers and 1 hmd.  Support for dealing with that is needed.
	-Also need to support multiple motion controller components mapped to a single controller.  Licencees have done that before.
	-Created a new interface IMotionTrackingSystemManagement, and implements it for PS4Tracker on PS4.
	-Created a MotionTrackedDeviceFunctionLibrary to expose that interface to blueprint.
	-With those one can enable and disable tracking on ps4 controllers and query their state to stay within the controller tracking limit.
	-PS4Tracker also keeps a blackboard of the enable/disable state so that one can enable or disable controllers that have not been connected yet, and have them enable tracking or not when they are connected.
	-DS4 controller no longer jumps back to 000 if it loses tracking.
	#review-3384107
	#jira UEVR-517

Change 3288309 on 2017/02/06 by Keli.Hlodversson

	Add file missing from CL#3257373.

Change 3288311 on 2017/02/06 by Jeff.Fisher

	UEVR-517 Detect MotionController Connectivity - Test content.
	-tm-motionControllers has a third mode where all playstation motion controllers for player 0 are availalbe.  You can toggle them to track or not with ctrl-P,G,L,R for pad, gun, leftmove, rightmove or with alt-P,G,L,R.  Ctrl tests doing so via MotionControllerComponent.  Alt tests doing so by player index and controller type enum.
	-ctrl-A disables tracking of all controllers
	-alt-A disables tracking of all controllers for player 0
	-ctrl-D toggles enabling new controllers by default
	-Also fixed one button not working in one of the other test modes for the Aim (gun) controller.
	-The controller 'models' have an arrow out the front.  It is black if disabled.  Red if enabled, but no tracker is active, yellow if tracked but inertial only, and green if fully tracked by the camera.
	-This logic is in the QA_MoCoAll blueprint.

Change 3291601 on 2017/02/07 by Jeff.Fisher

	UEVR-536 PSVR motion controller tracking problem with multiple controllers
	-Previous code called GetRelativeTransform from the render thread, but the game thread could update it at any time.  This caches that transform so that it can be safely used in the render thread.
	#jira UEVR-536
	#review-3384107 @Ryan.Vance

Change 3292460 on 2017/02/08 by Jeff.Fisher

	PS4 sceVrTrackerGetResult() error warning logging improved, and explanatory comment added.

Change 3308771 on 2017/02/17 by Keli.Hlodversson

	Rename GoogleVR console commands
	#jira UEVR-412

Change 3309156 on 2017/02/17 by Keli.Hlodversson

	Track changes in r.ScreenPercentage on GoogleVR and set RenderTargetSize accordingly.

Change 3311999 on 2017/02/20 by Keli.Hlodversson

	Create a default implementation for RecordAnalytics.

	Also create an initial stub for FHeadMountedDisplayBase for future default implementations of common HMD functionality.
	Make implementing IHeadMountedDisplay::GetDeviceName mandatory instead of defaulting to "Unknown"
	#jira UE-21878
	#jira UEVR-213

Change 3313467 on 2017/02/20 by Ryan.Vance

	#jira UE-41604

	3278583
	pCustomPresent->AllocateRenderTargetTexture may return false, if we blindly return true we can end up with an invalid render target since the fall back sceneviewport will be skipped.

	3278536
	Adding ovrError_NoHmd to our sanity check in OnStartGameFrame.

Change 3314002 on 2017/02/21 by Keli.Hlodversson

	Fix compilation on PS4 and Linux

Change 3326722 on 2017/03/01 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	Integrating 4.15 from main.

Change 3327567 on 2017/03/01 by Jeff.Fisher

	UEVR-588 Oculus crash on "stereo on" when the proximity sensor is not triggered.
	Duplicating from Release-4.15 cl 3327481, 3327542
	-Don't ovr_SubmitFrame when the layers need to be recreated.  They stay dirty until rendering is unpaused.
	#jira UEVR-588

	#review-3384107

Change 3328098 on 2017/03/01 by Jeff.Fisher

	4.15 merge fixes
	-Fixed deprecated enum name function usage.
	-Fixed world scale usage in GoogleVRController.
	-Fixed compile break in PS4Tracker.

Change 3328271 on 2017/03/01 by Jeff.Fisher

	2.15 merge
	-restroging GoogleVRController::GetWorldToMetersScale... cause it is used everywhere.

Change 3328307 on 2017/03/01 by Jeff.Fisher

	4.15 merge
	-More googlevr worldscale fixes.

Change 3328312 on 2017/03/01 by Jeff.Fisher

	4.15 merge
	-removing 2 unused includes

Change 3330610 on 2017/03/02 by Jeff.Fisher

	4.15 merge
	-fixing linux build

Change 3333952 on 2017/03/06 by Keli.Hlodversson

	Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not.

	#jira UEVR-628
	#jira UE-42555

Change 3334961 on 2017/03/07 by Keli.Hlodversson

	Add missing include to fix non-unity builds

Change 3336200 on 2017/03/07 by Keli.Hlodversson

	Fix compilation issues. (https://ec-01.epicgames.net/commander/link/jobDetails/jobs/7568252?jobName=UE4+Dev-VR+-+CL+3334961+-+Nightly+Build&s=Jobs)
	* Pre VS2015 compilers don't like mixing wide and unmarked strings in concatenation. Unfortunately LOCTEXT hides the call to the TEXT macro, completely hinding the prefix (which only gets added to the first fragment.)
	* Switch apparently doesn't know how to format a size_t for analytics either.
	Also: Typo in backwards compatibility command name alias

Change 3337347 on 2017/03/08 by Jeff.Fisher

	UE-42631 Stereo off while prox sensor uncovered causes low framerate
	-Setting maxfps appropriately on 'stereo on/off'.
	#review-3384107
	#jira UE-42631

Change 3338385 on 2017/03/08 by Ryan.Vance

	r.DisableDistortion was only being used for the mobile renderer

Change 3342301 on 2017/03/10 by patrickr.donovan

	Test updates to TM-VRSmoke.
	Increased lightmap resolution on QA_MeshTypes meshes to improve readbility and reliablility of tests involving said asset.
	Rebuilt lighting.

Change 3348133 on 2017/03/15 by Ryan.Vance

	Moving mono cvars to scene rendering to avoid cross module references. There's not a good reason to have them in the hmd module anyway.

Change 3348836 on 2017/03/15 by Ryan.Vance

	Direct multi-view support for gear vr
	Monoscopic far field with multi-view (blit and direct) support for gear vr
	Support for translucent objects on both sides of the mono clip plane (due to a sorting issue, objects that straddle the plane composite incorrectly)
	Fixed missing discards/clears in the multi-view blit

Change 3348843 on 2017/03/15 by Ryan.Vance

	Fixing color/depth target size mismatch when screen percentage scaling results in a size that isn't divisible by 16.

Change 3349276 on 2017/03/16 by Keli.Hlodversson

	Fixing compile errors in GoogleVR after merge from main.

Change 3350932 on 2017/03/16 by Ryan.Vance

	Re-enabling the gearvr plugin on windows.

Change 3351977 on 2017/03/17 by Jeff.Fisher

	Fixing masked member variable.

Change 3352314 on 2017/03/17 by Ryan.Vance

	We need to ensure that we don't select different lod levels for each eye.

Change 3352993 on 2017/03/17 by Nick.Whiting

	Integrating CL 3345824 from Android-DevVR to Dev-VR.  Support for device depth pass in SceneCaptureComponent2D

Change 3355185 on 2017/03/20 by Nick.Whiting

	Added ability to disable the autoloading splash screen, which would prevent the hide splash screen node from ever working

Change 3355676 on 2017/03/20 by Nick.Whiting

	PR #3384: [GNUX] SteamVR, OpenGL patch. (Contributed by yaakuro), with some minor modifications

Change 3357286 on 2017/03/21 by Jeff.Fisher

	Fixing GenerateProjectFiles, looks like the .config. was removed from these references in main some time ago.

Change 3357435 on 2017/03/21 by Jeff.Fisher

	Fixing editor build break, looks like a merge mistake.

Change 3359960 on 2017/03/23 by Keli.Hlodversson

	Prevent potential crash when drawing tracking sensor location. Also only fetch HMD location once instead of once per tracking sensor.

Change 3361230 on 2017/03/23 by Jeff.Fisher

	Fixing linux build opengl include problem... maybe.

Change 3361638 on 2017/03/23 by Jeff.Fisher

	Another guess at fixing linux build.

Change 3364224 on 2017/03/24 by Keli.Hlodversson

	Initial implementation of UEVR-576 - Base emulated layer implementation

	#jira UEVR-668 - Base emulated layer implementation: Initial framework for overrideable default implementation
	#jira UEVR-669 - Base emulated layer implementation: Face Locked Layers Support
	#jira UEVR-670 - Base emulated layer implementation: Tracker Locked Layers Support
	#jira UEVR-671 - Base emulated layer implementation: World Locked Layers Support
	#jira UEVR-672 - Base emulated layer implementation: Add support for optionally rendering face locked layers into a separate layer

Change 3364242 on 2017/03/24 by Keli.Hlodversson

	SteamVR layers do not support negatve Layer priorities

Change 3364263 on 2017/03/24 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	Monoscopicfarfieldrendering was just 'accept source', Ryan is going to look at fixing it up.

Change 3364472 on 2017/03/24 by Jeff.Fisher

	Merge fix

Change 3364475 on 2017/03/24 by Jeff.Fisher

	Fixing gearvr include.

Change 3364486 on 2017/03/24 by Jeff.Fisher

	merge fix

Change 3364532 on 2017/03/24 by Ryan.Vance

	pso update for mono rendering and stereo layers.

Change 3364599 on 2017/03/24 by Ryan.Vance

	Oculus changes for SI1.12

Change 3365159 on 2017/03/26 by Jeff.Fisher

	include fix

Change 3365182 on 2017/03/26 by Jeff.Fisher

	include fix

Change 3366087 on 2017/03/27 by Ryan.Vance

	Remaining files from Oculus changes for SI1.12 merge request.
	Fixing a bug in OnlineSubsystem.
	Temporarily changing the eye padding change to be a shader clear to work around a clear color binding issue.

Change 3366492 on 2017/03/27 by Ryan.Vance

	#jira UE-43294
	Moved the clear before we setup state for drawing the mirror window content. It was stomping over state after the pso changes.
	Going to leave the shader clear in the rift prerender for clearing the eye padding for now.

Change 3366929 on 2017/03/27 by Ryan.Vance

	Fixing compile error

Change 3368549 on 2017/03/28 by Jeff.Fisher

	Merging Change: 3357998 from //UE4/Partner-Google-VR/Engine/... to Dev-VR
	Upgrade Google VR Plugin to v1.3:
	*Upgraded GVR NDK to 1.30.0
	*Changed some BlueprintFunction to use BlueprintPure
	*Add the missing bDaydream flag in UEDeployAndroid.cs
	#review-3384107

Change 3368975 on 2017/03/28 by Ryan.Vance

	CIS clean up
	#jira UE-43428, UE-43429, UE-43426, UE-43427

Change 3369028 on 2017/03/28 by Ryan.Vance

	This is not exacly 'correct', but it's at least what the code was trying to do.

Change 3370203 on 2017/03/29 by Ryan.Vance

	Adding gear vr controller component support.

Change 3370918 on 2017/03/29 by Ryan.Vance

	Merging 3370569 using Partner-Google-VR_to_DevVR

Change 3371030 on 2017/03/29 by Ryan.Vance

	Fixing linux build errors

	#jira UE-43426

Change 3371036 on 2017/03/29 by Ryan.Vance

	Oculus 4.16 integration.
	Not terribly happy with the use of std::string. They promised to clean this up for the next release.

Change 3373495 on 2017/03/30 by Jeff.Fisher

	Merging from Dev-Main, in preparation for 4.16

Change 3373578 on 2017/03/30 by Jeff.Fisher

	build break, one comma short

Change 3373870 on 2017/03/31 by Jeff.Fisher

	Include order fix.

Change 3374001 on 2017/03/31 by Keli.Hlodversson

	Use DefaultStereoLayers as base for Morpheus implementation.
	#jira UEVR-709 #jira UE-42919
	#rb: Jeff.Fisher

Change 3374004 on 2017/03/31 by Keli.Hlodversson

	Fix rendering for the default Stereo Layers implementation on mobile.
	Depth test was set to "Never" instead of "Always"
	Destination texture on GLES is flipped on the Y axis, the coordinates are reversed in the shade when compiled on the relevant platforms.

Change 3375125 on 2017/03/31 by Jeff.Fisher

	UE-43506 Ensure using VRPreview with GoogleVR
	-Removed the ensure, there is code in there to handle that case, and it works.
	#jira UE-43506

Change 3375294 on 2017/03/31 by nick.bullard

	Resaving Plugin content to resovle "saved with empty engine version"

	#jira UE-43537

Change 3375480 on 2017/03/31 by Jeff.Fisher

	UEVR-9 PSVR: Social Screen Support
	-Experimental social screen support for 4.16.
	-This does the basics of driving output through the Aux port in the proper format for display on the mirror monitor.
	-Only supports 30fps on the mirror monitor.  60fps will require the implementation of sony system dialogs to deal with incompatable system features (video streaming, remote play).
	-There is a project setting in Morpheus, under experiemental bEnableSocialScreenSeparateMode.  This must be set to true to use this feature.  When it is false we avoid allocating the back buffers.
	-MorpheusFunctionLibrary blueprints now have a node "SetSocialScreenMode" which can switch between SystemMirror (hardware supported mirroring), SeparateTest (alternates black and white), SeparateTexture (displays a texture, eg a render target, specified via blueprint), and SeparateMirror(puts the hmd render buffer on screen - which is both eyes, like a debug mode).
	-Also finally updated the bEnabled flag in project settings to tell people it's only for PC.
	#jira UEVR-9
	#review-3384107

Change 3375540 on 2017/03/31 by Ryan.Vance

	#jira UE-43504

	Fixing android build break when using a 64 bit isa.

Change 3375655 on 2017/03/31 by Jeff.Fisher

	Fixing missing RGBAToYUV shader problem
	-This at least unblocks our process.  Will revisit before zbr.

Change 3375820 on 2017/04/01 by Jeff.Fisher

	Fixing linux build warning about HAS_MORPHEUS

Change 3376050 on 2017/04/02 by Jeff.Fisher

	 UE-43515 Step 'UE4Editor Static Analysis Win64' - Module.OnlineSubsystemOculus.cpp Warnings
	-Temporary fix for static analysis annotation warnings in OnlineSubsytemOculus. Longer term plan is to eliminate the use of the headers that trigger the warnings.
	-Just wrap all standard headers in static analysis disables.

	#jira UE-43515

Change 3376609 on 2017/04/03 by Jeff.Fisher

	Fixing rgbatoyuvshader include.

Change 3377001 on 2017/04/03 by Jeff.Fisher

	UE-43547 Launch On PS4 fails during Run command - Missing global shader FRGBAToYUV420CS
	- shader c++ must be compiled so that it can be cooked for ps4.

	#jira UE-43547

Change 3379858 on 2017/04/04 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	pulling main this should get us ps4 sdk 4.508

Change 3379938 on 2017/04/04 by Ryan.Vance

	#jira UE-43548

	If stereo layers are not being used, don't setup overlay targets as we will never clear/initialize them.
	The clear happens as part of the default layers PostRenderView_RenderThread call which wont be called if layers aren't being used in the scene.

Change 3381519 on 2017/04/05 by Jeff.Fisher

	UEVR-733 PS4 sdk 4.500 hmd connection api changes break hmd connect.
	-Handling failure of sceHmdGetDeviceInformation if the hmd is powered off.  It now returns an error code about an invalid handle in that case, rather than reporting unready.  We just treat the error code like an unready status.
	#jira UEVR-733
	#review-3384107

Change 3382019 on 2017/04/05 by Ryan.Vance

	Linux: add Vulkan support from dev editor: 3381593

Change 3382021 on 2017/04/05 by Ryan.Vance

	SteamVR on Linux using Vulkan
	OpenVR rev to 1_0_6

	PR #3412: [GNUX] Initial support for SteamVR using Vulkan on GNUX platform. (Contributed by yaakuro)

Change 3382076 on 2017/04/05 by Ryan.Vance

	Fixing linux steamvr lib path. It changed to something less silly in 1.0.6
	Removing the steamvr plugin from the white list for linux. It's looking for a runtime that no one will have installed.

Change 3383237 on 2017/04/06 by Ryan.Vance

	#jira UE-43732
	Fixing Android compile issues. We can't wrap portions of a macro with a definie. This should probably be some sort of recursive macro thing since there's so much overlap. Good enough for now.

Change 3383353 on 2017/04/06 by Ryan.Vance

	Fixing include cycles.

Change 3383509 on 2017/04/06 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	merging the stuff from dev-mobile

[CL 3384106 by Ryan Vance in Main branch]
2017-04-06 22:03:51 -04:00
Jack Porter
ae727f8dab Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden

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

Change 3292174 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Linux toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292193 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm support

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292215 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and wbegl2 support

	- emscripten toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292222 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm support

	- ENGINE changes (c# & cpp files)

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292223 on 2017/02/08 by Nick.Shin

	HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile

Change 3292228 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches
	- and a lot of UE4 patches to package HTML5 on LINUX
	- mostly from mozilla's jukka -- thx jukka!

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3292285 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Windows toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3293994 on 2017/02/09 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- OSX toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3294391 on 2017/02/09 by Nick.Shin

	HTML5 "black box issues" revisited

	- jukka rewrote the window resize handler -- much cleaner and more straightforward

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3296421 on 2017/02/10 by Jack.Porter

	Fix landscape spline segment splitting placing when using streaming levels

Change 3296587 on 2017/02/10 by Jack.Porter

	Additional fix for landscape spline segment splitting when using streaming levels

Change 3301241 on 2017/02/14 by Mi.Wang

	Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter

Change 3301387 on 2017/02/14 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches from mozilla's jukka
	  + hardware instancing
	  + glBlitFramebuffer
	  + GL AlaphaBlendOperation

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3301405 on 2017/02/14 by Nick.Shin

	HTML5 plugin fix when blueprint projects are promoted to code projects automatically.

	#jira UE-41710  HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc

Change 3302278 on 2017/02/14 by Omar.Rodriguez

	UE-36651: Mac Vulkan Android Projects crash on launch.

	* Glslang library has been built for Mac but flag was not updated
	* Set GlslangAvailable to true for Mac when building an Android project with vulkan

	#jira UE-36651

Change 3302773 on 2017/02/14 by Chris.Babcock

	Add a dropdown with some common console commands on Android (contributed by rafortis)
	#jira UE-40834
	#PR #3143
	#ue4
	#android

Change 3305604 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader- turn on: instance static mesh vertex factory

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3308154 on 2017/02/16 by Nick.Shin

	HTML5 GitHub PR

	#jira UE-42019  GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5

Change 3308510 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3308971 on 2017/02/17 by Jack.Porter

	Fix for landscape painting when height<0 in the Ortho viewports

Change 3309075 on 2017/02/17 by Allan.Bentham

	Include static subject meshes when masking out modulated shadow casters.

	#jira UE-41581

Change 3309531 on 2017/02/17 by Chris.Babcock

	Handle large OBB files in APK
	#jira UE-41443
	#ue4
	#android

Change 3311320 on 2017/02/19 by Dmitriy.Dyomin

	Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
	#jira UE-41970

Change 3311347 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
	#jira UE-41976

Change 3311398 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Landscapes do not render on PowerVR device
	#jira UE-35530

Change 3311428 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
	#jira UE-42036

Change 3311448 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Packaged game Crashes on android after entering "Help" command twice
	#jira UE-41956

Change 3311587 on 2017/02/20 by Allan.Bentham

	ES2 GLSL - Silently swap all uint to ints
	#jira UE-41548

Change 3313930 on 2017/02/21 by Allan.Bentham

	Print literal uints as ints when generating ES2 code.
	#jira UE-41548

Change 3317924 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317929 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317951 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318004 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318669 on 2017/02/23 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318672 on 2017/02/23 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318819 on 2017/02/23 by Dmitriy.Dyomin

	Fixed: Rendering artifacts with bloom on iPhone7 Metal
	#jira UE-40978

Change 3319702 on 2017/02/23 by Chris.Babcock

	Disable eglSwapInterval since it can cause issues with some drivers
	#ue4
	#android

Change 3320880 on 2017/02/24 by Dmitriy.Dyomin

	Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
	#jira UEMOB-195

Change 3321042 on 2017/02/24 by Jack.Porter

	Fixed incorrect sizeof in Vulkan pipleine cache
	pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/

	#code_review: rolando.caloca

Change 3322383 on 2017/02/24 by Chris.Babcock

	Fix issue with ad banner on Android 7.0 devices
	#jira UE-42390
	#ue4
	#android

Change 3322479 on 2017/02/24 by Omar.Rodriguez

	UEMOB-199 - WEX: Improved virtual keyboard for Android

	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event

	#jira UEMOB-199

Change 3323353 on 2017/02/27 by Allan.Bentham

	Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
	#jira UE-42191

Change 3323431 on 2017/02/27 by Allan.Bentham

	CIS fix

Change 3323687 on 2017/02/27 by Allan.Bentham

	Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
	#jira UE-42131

Change 3324652 on 2017/02/28 by Dmitriy.Dyomin

	Fixed: Canvas elements appear darker on iOS Metal

Change 3324885 on 2017/02/28 by Jack.Porter

	Fixed "Minimum iOS Version" setting display name

	#jira UE-42270

Change 3324899 on 2017/02/28 by Jack.Porter

	GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
	#jira UE-40018

	#3063

Change 3324932 on 2017/02/28 by Jack.Porter

	GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows

	#jira UE-41984
	#3257
	#codereview: Peter.Sauerbrei

Change 3324956 on 2017/02/28 by Jack.Porter

	FOpenGLFrontend::GetMaxSamplers incorrect for IOS
	#jira UE-42038
	#3264

Change 3325478 on 2017/02/28 by Allan.Bentham

	PR # 3188   : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview  (Contributed by ufna)

	#jira UE-41442

Change 3327300 on 2017/03/01 by Allan.Bentham

	PR #3175   : Fixes high quality reflection blending seams  (Contributed by kallehamalainen)
	#jira UE-41257

Change 3328917 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
	#jira UE-41584  Editor locks up when adding an element for HTML5 devices on Mac
	#jira UE-41701  Editor freezes when setting browser filepath for inserted element in project settings

Change 3329169 on 2017/03/02 by Allan.Bentham

	increase render thread timeout to 1 minute for suntemple / android.
	Prevents low end devices timing out during load.
	#jira UE-40696

Change 3330849 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3331078 on 2017/03/03 by Dmitriy.Dyomin

	Fixed: Device output log partial lines

	integrated from WEX (3250488)

Change 3331112 on 2017/03/03 by Dmitriy.Dyomin

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)

	integrated from WEX (3256584)

Change 3331117 on 2017/03/03 by Dmitriy.Dyomin

	Fixed redundant blend state changes in opengl

	integrated from WEX (3256586)

Change 3331173 on 2017/03/03 by Dmitriy.Dyomin

	Slate pixel shaders will use half precision where possible on mobile

	integrated from WEX (3256656)

Change 3332865 on 2017/03/06 by Dmitriy.Dyomin

	Better MobileContentScaleFactor defaults for iOS devices
	#jira UEMOB-330

Change 3333129 on 2017/03/06 by Peter.Sauerbrei

	move to Library/Caches instead of documents for saved files
	re-enable iterative deploy on TVOS
	#jira UEMOB-284

Change 3334692 on 2017/03/06 by Jack.Porter

	Allow r.MobileContentScaleFactor to be changed at runtime on Android

	#jira UEMOB-173

Change 3336255 on 2017/03/07 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3337094 on 2017/03/08 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3338800 on 2017/03/08 by Chris.Babcock

	Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
	#jira UE-42677
	#ue4
	#android

Change 3338813 on 2017/03/08 by Chris.Babcock

	Pass build configuration to UPL for access during packaging as $S(Configuration)
	#jira UE-42678
	#ue4
	#android
	#ios

Change 3339401 on 2017/03/09 by Alicia.Cano

	Android runtime permissions
	- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
	- Fix for Location Services
	- Fix for if target sdk is not set to 23+
	#jira UE-38512
	#android
	#rb: chris.babcock

Change 3340736 on 2017/03/09 by Chris.Babcock

	Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
	#jira UE-41965
	#PR #3254
	#ue4
	#android

Change 3340744 on 2017/03/09 by Jack.Porter

	Expose Custom Depth to Foliage
	#jira UE-6061

Change 3340849 on 2017/03/09 by Dmitriy.Dyomin

	Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
	#jira UE-42351

Change 3341268 on 2017/03/10 by Alicia.Cano

	PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
	#jira UE-37945
	#android
	#rb: chris.babcock, jack.porter

Change 3341303 on 2017/03/10 by Allan.Bentham

	Remove optimisation that prevents full specular occulsion on mobile.
	PR #3186  : Specular can't be blocked on high-end mobile.
	#jira UE-41393

Change 3342304 on 2017/03/10 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343344 on 2017/03/13 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343591 on 2017/03/13 by Brent.Pease

	iOS multiplayer fix part 1. Correct byte ordering.

	#jira UE-34875

Change 3343669 on 2017/03/13 by Chris.Babcock

	Update carefullyredist script version
	#jira UE-42832

Change 3344212 on 2017/03/13 by Will.Fissler

	Various compile fixes for Xcode 8.3.
	These fixes must also be added to //UE4/Release-4.15.
	#jira UE-41313

Change 3344396 on 2017/03/13 by Chris.Babcock

	Fix Java 1.5 obsolete warnings
	#jira UE-42851
	#ue4
	#android

Change 3345132 on 2017/03/14 by Will.Fissler

	Added ifdef wrapper to check clang version for presentDrawable.

Change 3345336 on 2017/03/14 by Will.Fissler

	Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.

Change 3345460 on 2017/03/14 by Will.Fissler

	ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none

Change 3346046 on 2017/03/14 by Will.Fissler

	Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.

Change 3346367 on 2017/03/14 by Chris.Babcock

	Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
	#ue4
	#android

Change 3347682 on 2017/03/15 by Allan.Bentham

	Enable HW sRGB correction with retainer widget's render target.
	Use slate's gamma correction for mobile (where no such support exists)
	Render retainer box RT content with gamma correction.
	#jira UE-40967

Change 3348712 on 2017/03/15 by Nick.Shin

	HTML5 - upload to S3

	updated to AWS "signature version 4" authentication

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349254 on 2017/03/16 by Jack.Porter

	Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
	#jira UE-42971

Change 3349739 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	better error message feedback on upload failures

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349765 on 2017/03/16 by Alicia.Cano

	Disable mouseover events in Mobile Previewer

	#jira UE-19903
	#mobile
	#rb: Jack.Porter

Change 3350049 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	folder in bucket is optional

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3350153 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	updated S3 public link generator

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3351582 on 2017/03/17 by Will.Fissler

	Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";

	Currently we cannot build arm64 for iOS with this change.

Change 3352085 on 2017/03/17 by Alicia.Cano

	iOS doesn't honor request to close the virtual keyboard leading to a crash
	#jira UE-36447
	#ios
	#rb:Peter.Sauerbrei

Change 3353313 on 2017/03/19 by Ben.Marsh

	Always allow large *.js files in Github.

Change 3354444 on 2017/03/20 by Nick.Shin

	HTML5 - upload to S3

	to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3355618 on 2017/03/20 by Nick.Shin

	HTML5 Save Game System

	- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
	- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
	- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3355621 on 2017/03/20 by Nick.Shin

	remove temp debugging code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3356937 on 2017/03/21 by Chris.Babcock

	Add "stat vulkanrhi" to new console dropdown
	#jira UE-43149
	#ue4
	#android

Change 3357652 on 2017/03/21 by Nick.Shin

	HTML5 performance speed ups

	added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
	- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel

	this option is based on the suggestions by jukka's post:
	- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html

	however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...

	#jira UE-30214 - Implement a warning message for fps settings

Change 3360415 on 2017/03/23 by Allan.Bentham

	Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.

Change 3360418 on 2017/03/23 by Allan.Bentham

	Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
	#jira UE-40913

Change 3360557 on 2017/03/23 by Allan.Bentham

	Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
	#jira UE-42131

Change 3362258 on 2017/03/23 by Dmitriy.Dyomin

	Fixed: Canvas texture element gamma issues on iOS Metal

Change 3362321 on 2017/03/24 by Dmitriy.Dyomin

	GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)

	#3173

Change 3363550 on 2017/03/24 by Alicia.Cano

	build fix for devices < Android 5.0
	#jira UE-43299
	#android
	#rb: chris.babcock

Change 3363687 on 2017/03/24 by Chris.Babcock

	Fix Android password hiding in input dialog
	#jira WEX-5159
	#ue4
	#android

Change 3365280 on 2017/03/27 by Dmitriy.Dyomin

	Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension

Change 3365291 on 2017/03/27 by Dmitriy.Dyomin

	Copied form WEX CL# 3308653
	Fixed: Enabling shader cache causes crash on NVIDIA Shield

	#jira UE-41639

Change 3365293 on 2017/03/27 by Dmitriy.Dyomin

	GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
	#jira UE-43247
	#3411

Change 3365340 on 2017/03/27 by Dmitriy.Dyomin

	Fixed: Moving sublevel in world composition browser does not appear in Undo History
	#jira UE-35535

Change 3365564 on 2017/03/27 by Allan.Bentham

	SkyLightComponent now serializes IrradianceMap SH values.
	clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
	Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
	#jira UE-42436

Change 3366282 on 2017/03/27 by Nick.Shin

	remove dead links

	these files to not exist anywhere in the make-3.81 subfolders

	#UDN-354501
	#jira none

Change 3366306 on 2017/03/27 by Nick.Shin

	HTML5 - disable multi-threading for wasm

	#jira UE-43219 - HTML5 disable multi-threading for wasm

Change 3366307 on 2017/03/27 by Nick.Shin

	HTML5 packaging Shipping builds

	big cleanup / additions to *gz file support for amazon s3

	* both, uploading to s3
	* and allowing s3 to host the games there

	#jira UE-43002 HTML5 in Shipping fails downloading symbols files
	#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.

Change 3367385 on 2017/03/28 by Allan.Bentham

	Display skylight serialization warning only when cooking for mobile platforms.
	#jira UE-42436

Change 3368583 on 2017/03/28 by Chris.Babcock

	Expose JAVA_HOME setting in Android SDK project settings on Mac
	#jira UE-43418
	#ue4
	#android

Change 3368803 on 2017/03/28 by Chris.Babcock

	Fix features requested in manifest for "Daydream and Cardboard" mode
	#jira UE-43314
	#ue4
	#android

Change 3369087 on 2017/03/28 by Jack.Porter

	Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
	#jira UE-42438

Change 3369372 on 2017/03/29 by Allan.Bentham

	Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
	#jira UE-43366

Change 3369381 on 2017/03/29 by Jack.Porter

	Show warnings when mobile shader permutations required for rendering are disbaled
	Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
	#jira UE-43050

Change 3369430 on 2017/03/29 by Allan.Bentham

	fix CIS build

Change 3369740 on 2017/03/29 by Allan.Bentham

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
	Add support for map file generation with android.
	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini

	#jira UEMOB-168

Change 3369975 on 2017/03/29 by Nick.Shin

	HTML5 - AWS S3 shareable link for shipping builds corrected

	#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.

Change 3369998 on 2017/03/29 by Nick.Shin

	HTML5 python build scripts

	PR:
	1cb836d43c

	#jira none

Change 3370214 on 2017/03/29 by Nick.Shin

	HTML5 - default bUseFixedTimeStep to false...

	#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms

Change 3370762 on 2017/03/29 by Chris.Babcock

	Fixes to new keyboard for Android
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
	#ue4
	#android

Change 3371344 on 2017/03/30 by Jack.Porter

	Fixed issue where Vulkan screenshot R/B channels were reversed on Android
	#jira UE-43479

Change 3372926 on 2017/03/30 by Peter.Sauerbrei

	start the process of sunsetting 32-bit and GLES2 on iOS
	#jira UE-42266

Change 3372970 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3372989 on 2017/03/30 by Peter.Sauerbrei

	fix for Xcode 8.3 build with 32-bit

Change 3373007 on 2017/03/30 by Peter.Sauerbrei

	fix for crash when online subsystem is disabled on IOS

Change 3373108 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373163 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373169 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	license file updated

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rnx

Change 3373287 on 2017/03/30 by Nick.Shin

	HTML5 - 1.36.11 emscripten - remove old SDK

	#jira none

	#rnx

Change 3373289 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373595 on 2017/03/30 by Chris.Babcock

	Reenable GooglePlay for ARM64 now that it doesn't crash
	#jira UE-36198
	#ue4
	#android

Change 3373606 on 2017/03/30 by Chris.Babcock

	Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
	#ue4
	#android

Change 3375456 on 2017/03/31 by Chris.Babcock

	Add missing keycodes for Android keyboard (@ and #)
	#jira WEX-5777
	#ue4
	#android

Change 3376309 on 2017/04/03 by Allan.Bentham

	Fix overflow issues with mobile DoF.

Change 3377041 on 2017/04/03 by Will.Fissler

	Adding Testbed content for PlatformShowcase.

Change 3377582 on 2017/04/03 by Alicia.Cano

	adding back in GET_ACCOUNTS permission as it is required for Reset Achievements

	#jira: UE-43265
	#android
	#rb: Chris.Babcock

Change 3377643 on 2017/04/03 by Peter.Sauerbrei

	fix for memory leak in MallocBinned
	#jira UE-43008

Change 3378033 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3378034 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty build scripts

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3378035 on 2017/04/04 by Nick.Shin

	HTML5 - Update GameX template to make it work with trunk Emscripten

	PR
	dc2b26f452 (commitcomment-21454978)

	#jira none

	#rn

Change 3378044 on 2017/04/04 by Nick.Shin

	HTML5 harfbuzz - double checking recompiled with NO multithreading

	wasm currently does not support pthreads

	*** THIS IS STILL WIP ***
	checking in to match 3rd party libs compiled configuration

	#jira UE-28588 - Build HarfBuzz for HTML5

	#rnx

Change 3378264 on 2017/04/04 by Allan.Bentham

	Fix crash when using consolas font on android sdk 24
	#jira UE-43464

Change 3379097 on 2017/04/04 by Nick.Shin

	CIS HTML5 build warning fix

	#jria none

	#rnx

Change 3379333 on 2017/04/04 by Chris.Babcock

	Prevent inserting extra permissions into manifest multiple times
	#jira UE-43583
	#ue4
	#android

Change 3380870 on 2017/04/05 by Chris.Babcock

	Fix merge issue

Change 3380898 on 2017/04/05 by Chris.Babcock

	Fixed again

Change 3381443 on 2017/04/05 by Chris.Babcock

	Fix for GearVR non-unity build
	#ue4
	#android

Change 3381941 on 2017/04/05 by Chris.Babcock

	Fix HTTPChunkInstaller texture format checks and missing #define warning
	#jira UE-43706
	#ue4
	#android

Change 3382056 on 2017/04/05 by Chris.Babcock

	Updates to Android AARs needed for Facebook plugin

Change 3382097 on 2017/04/05 by Chris.Babcock

	Disable java console cmd receiver only in shipping builds
	#jira UE-43710
	#ue4
	#android

Change 3382497 on 2017/04/06 by Allan.Bentham

	Fix Fortnite Cooked Server crashes when joining game from lobby.
	#jira UE-43695

Change 3383227 on 2017/04/06 by Will.Fissler

	Reverted case sensitive change, from yesterday, and implemented a pragma instead.

	#jira UE-41313

[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
Matt Kuhlenschmidt
765a83175b Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3379190)
#lockdown Nick.Penwarden
#rb none

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

Change 3342222 on 2017/03/10 by Nick.Darnell

	UMG - Adding a GetContent to the UContentWidget.

Change 3342228 on 2017/03/10 by Nick.Darnell

	Project Launcher - Always consume mouse wheel vertically so it stops scrolling to the right.

Change 3342310 on 2017/03/10 by Nick.Darnell

	UMG - Cleaning up some extra class references.

Change 3343382 on 2017/03/13 by Jamie.Dale

	Applying optimization to FChunkManifestGenerator::ContainsMap

Change 3343523 on 2017/03/13 by Mike.Fricker

	New details view option:  "Show Hidden Properties while Playing"
	- Enabling this allows you to see every property on selected objects that belong to a simulating world, even non-visible and non-editable properties.  Very useful for inspection and debugging.
	- Remember to change World Outliner to show you actors in the "Play World" if you want to select and inspect those objects first!
	- This setting is saved for your entire project, similar to "Show All Advanced"

Change 3343573 on 2017/03/13 by Mike.Fricker

	New details view option:  "Show Hidden Properties while Playing" (part 2)
	- Fixed missing include / unity issue

Change 3343709 on 2017/03/13 by Jamie.Dale

	Some fixes for gathering cached dependency data

	- We no longer load dependency data that doesn't have the correct package name.
	- We no longer populate the dependency results when bGatherDependsData is false.

Change 3343900 on 2017/03/13 by Alexis.Matte

	fix crash when creating too much LOD at import
	#jira UE-42785

Change 3344104 on 2017/03/13 by Alexis.Matte

	Add a boolean to the static mesh socket so we know if the socket was imported or created in UE4. This allow us to not impact editor socket when we re-import a fbx
	#jira UE-42736

Change 3344802 on 2017/03/14 by Michael.Dupuis

	#jira UE-42244 : added missing nullptr so render thread wont try to access global var when we're no longer in landscape mode
	Changed the sync method between graphic resource from render thread and game thread to prevent desync

Change 3346061 on 2017/03/14 by Jamie.Dale

	Adding const& and && overloads of FText::Format

Change 3346192 on 2017/03/14 by Arciel.Rekman

	Linux: fix VHACD to retain bincompat with the baseline (UE-42895).

	- It is now compiled against libc++ instead of libstdc++ in the toolchain.

Change 3347083 on 2017/03/15 by Andrew.Rodham

	Fixed crash when changing anchors on a background blur widget

Change 3347359 on 2017/03/15 by Michael.Dupuis

	#jira UE-38193:
	Added Rename, Delete, New Folder, Size Map, Show In Explorer for folder and asset in the path view and asset view

Change 3347382 on 2017/03/15 by Michael.Dupuis

	missing include incremental

Change 3347500 on 2017/03/15 by Alex.Delesky

	#jira UE-41231 - Selecting multiple text widgets in UMG will now allow you to set their value correctly, and the "Multiple Values" text will no longer be set in the widgets instead.

Change 3347920 on 2017/03/15 by Jamie.Dale

	Fixing some places passing tooltips as FString rather than FText

	#jira UE-42603

Change 3347925 on 2017/03/15 by Jamie.Dale

	Re-saving some assets so their tooltips can be gathered

	#jira UE-42603

Change 3348788 on 2017/03/15 by Jamie.Dale

	Updated the Windows platform to use the newer Vista+ style browser dialogs, rather than the older XP style dialogs

Change 3349187 on 2017/03/16 by Andrew.Rodham

	Sequencer: Added the ability to specify additional event receivers for level sequence actors
	  - Such actors will receive events from event tracks

Change 3349194 on 2017/03/16 by Andrew.Rodham

	Sequencer: Reset compiled templates on load in the editor, and ensure correct serialization of generation ledger
	  - Resetting on load means that we guarantee up-to-date templates, even if underlying compilation logic changes.

	#jira UE-42198
	#jira UE-40969

Change 3349210 on 2017/03/16 by Andrew.Rodham

	Sequencer: Event tracks can now be defined to trigger events at the start of evaluation, after objects are spawned, or at the end of evaluation

Change 3349211 on 2017/03/16 by Andrew.Rodham

	Sequencer: Add ability to retrieve bound objects from blueprint

Change 3349398 on 2017/03/16 by Nick.Darnell

	UMG - Fixing a flashing hierarchy view.  Looks like assets continuing to stream in causing the object change notification to continue to fire, and the widget designer refreshed any time it happened.  Now limit to only if widgets are changing.

Change 3349420 on 2017/03/16 by Alex.Delesky

	#jira UE-40720 - Multiline editable text boxes can now be set to Read-Only.

Change 3349548 on 2017/03/16 by Alexis.Matte

	Fbx importer, when importing a staticmesh with combine mesh option check and the fbx file contain some "MultiSub Material" the materialinstance are now always hook properly.

Change 3349818 on 2017/03/16 by Cody.Albert

	Fixed constructor for FNavigationMetaData

Change 3350047 on 2017/03/16 by Cody.Albert

	Removed unneeded check so that children actors are never orphaned when their parent is moved into a newly created folder in the world outliner

Change 3350072 on 2017/03/16 by Arciel.Rekman

	ShaderCompiler: make sure strings are at least 4-byte aligned.

	- Can crash wcscpy() under Linux otherwise (reported by a licensee).

Change 3350146 on 2017/03/16 by Arciel.Rekman

	Fix CodeLite project generation (UE-42921).

	- Reportedly causes a crash in CodeLite 10.x

Change 3350235 on 2017/03/16 by Arciel.Rekman

	Fix memory leak in address symbolication on Linux.

	- Makes MallocProfiler work again.
	- Also add progress update in MallocProfiler since symbolication is still slow.

	Merging CL 3338764 from Fortnite to Dev-Editor.

Change 3350382 on 2017/03/16 by Arciel.Rekman

	Linux: fix incorrect cast of rlimit in i686.

Change 3350471 on 2017/03/16 by Jamie.Dale

	Enabling loc dashboard by default for new projects

Change 3350516 on 2017/03/16 by Jamie.Dale

	Enabling content hot-reloading by default

Change 3350582 on 2017/03/16 by Cody.Albert

	Corrected Widget Interaction Component to use current impact point instead of last impact point

Change 3350945 on 2017/03/16 by Jamie.Dale

	Gave FConfigFile::FindOrAddSection API linkage

Change 3351441 on 2017/03/17 by Michael.Dupuis

	#jira UE-42843: Fixed Transaction begin/end order issue happening with min slider passing max slider value
	Add support for multiple selection value display

Change 3351558 on 2017/03/17 by Michael.Dupuis

	#jira UE-42845: Always refresh the detail panel to properly update for selection change, delete, etc.

Change 3351657 on 2017/03/17 by Matt.Kuhlenschmidt

	Adding USD Third Party dependencies

Change 3351665 on 2017/03/17 by Matt.Kuhlenschmidt

	Added experimental USD Importer Plugin
	This plugin supports basic static mesh importing and scene creation of actors using static meshes

Change 3351682 on 2017/03/17 by Matt.Kuhlenschmidt

	Enabling USD importer in engine test project for automation tests

Change 3351749 on 2017/03/17 by Alexis.Matte

	Make sure the selection proxy is off for the skeletal mesh component. UE4 use the selection outline instead

	#jira UE-41677

Change 3351831 on 2017/03/17 by Michael.Dupuis

	#jira UETOOL-1102:
	Added HSV controls to Color Grading
	Some look improvement for RGV/HSV
	Color Grading refactor
	Group Reset bug fix (relevant only to color grading)

Change 3352041 on 2017/03/17 by Matt.Kuhlenschmidt

	Updated USD plugin whitelisting

Change 3352093 on 2017/03/17 by Michael.Dupuis

	when FREEZERENDERING is called, stop the foliage culling too

Change 3352211 on 2017/03/17 by Alexis.Matte

	Fix the physic asset missing skeleton warning
	#jira UE-43006

Change 3352336 on 2017/03/17 by Alexis.Matte

	We now allow a negative W value of the ScreenPoint vector in the ScreenToPixel function. In this case we simply reverse the W value to kept the manipulator direction on the good side.
	#jira UE-37458

Change 3352947 on 2017/03/17 by Phillip.Kavan

	#jira UE-42510 - Instanced static mesh transform edits are now reflected in the Blueprint editor's preview scene.

	Change summary:
	- Added IPropertyHandle::GetValueBaseAddress() (interface).
	- Modified IPropertyHandle::NotifyPostChange() to include EPropertyChangeType as an optional input.
	- Added FPropertyHandleBase::GetValueBaseAddress() (implementation).
	- Modified FPropertyHandleBase::NotifyPostChange() to include the optional input arg in the property change event.
	- Modified FPropertyHandleBase::CreatePropertyNameWidget() to clear the override text after temporarily replacing display name/tooltip text for the creation of the SPropertyNameWidget. This was done to allow for transactions to be named according to the property that's being modified.
	- Modified FMathStructProxyCustomization::OnValueCommitted() to only apply the input value while not interactively editing via spinbox as well as when not post-processing an undo/redo (which can trigger a focus loss).
	- Modified the FMathStructProxyCustomization::OnEndSliderMovement() delegate to include property handle and proxy value input parameters, as well as to call FlushValues() as part of the implementation.
	- Modified FlushValues() for each of FMatrixStructCustomization, FTransformStructCustomization and FQuatStructCustomization to explicitly handle both propagation and transaction processing.
	- Modified UInstancedStaticMeshComponent::UpdateInstanceTransform() to call Modify() prior to applying changes (so that the previous state is recorded when inside a transaction context).
	- Modified FInstanceStaticMeshSCSEditorCustomization::HandleViewportDrag() to propagate changes to all instances of the ISMC archetype.

	Known issues:
	- Using the spinbox to edit instanced mesh transform values in the Blueprint editor will not apply the change to instances in the level editor until after you release the mouse button (i.e. - it will not be shown as a "live" update).

Change 3353678 on 2017/03/20 by Michael.Dupuis

	properly unfreeze the culling of foliage when toggling the freezerendering command

Change 3353747 on 2017/03/20 by Matt.Kuhlenschmidt

	PR #3372: Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) (Contributed by SRombauts)

Change 3353749 on 2017/03/20 by Matt.Kuhlenschmidt

	PR #3373: Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) (Contributed by SRombauts)

Change 3353754 on 2017/03/20 by Matt.Kuhlenschmidt

	PR #3390: Allow OBJ imports to change if materials and textures are also imported (Contributed by mmdanggg2)

Change 3353909 on 2017/03/20 by Matt.Kuhlenschmidt

	Fixed actors showing thumbnails in details panel and made a few other tweeks to thumbnail displays in details panels
	- The color of the accepted type is now  shown properly
	- All object based properties now have thumbnails on by default.

Change 3353948 on 2017/03/20 by Nick.Darnell

	UMG - Updating the background blur widget's upgrade code to use the custom version, and handling older cases that were continuing to generate blur slots, even when already upgraded.

Change 3354335 on 2017/03/20 by Nick.Darnell

	Paragon - Excluding Archetype objects from reporting references, which causes crashes in the fast template mode.

Change 3354495 on 2017/03/20 by Nick.Darnell

	Core - Making it so order that outers are discovered does not matter, initializing the chain of outers if hasn't been created when instancing subobjects.

Change 3354578 on 2017/03/20 by Nick.Darnell

	Slate - There's now a console variable option, Slate.VerifyHitTestVisibility (off by default) which enables additional visibility checks for widgets.  Normally this isn't nessesary, but if you're changing the visibility of widgets during a frame, and several hit tests need to be performed that frame there's a chance that a button could be clicked twice in one frame.  Enabling this mode will make all hit testing more expensive, so for now it's off by default, but available for licensees that need the extra testing.

Change 3354737 on 2017/03/20 by Nick.Darnell

	Core - Adding a fix to Dev-Editor from that enables objects in the same package being requested to also be loaded.  This came about during async streaming callbacks alerting that a requested class was done loading, but there were still other assets in the package 'not loaded' but were available, just needed post load called on them.

Change 3355923 on 2017/03/21 by Yannick.Lange

	VR Editor: - Remove unnecessary cleanup functions.
	- Initialize with VR Mode and remove SetOwner function, since it shouldn't be possible to reset the VR Mode afterwards.

Change 3355959 on 2017/03/21 by Yannick.Lange

	VR Editor: - Rename VREditorWorldInteraction to VREditorPlacement, to avoid confusion with ViewportWorldInteraction. VREditorPlacement will only handle placing objects from content browser in the VR Mode.
	- Removed SnapSelectedActorsToGround to VREditorMode.

Change 3355965 on 2017/03/21 by Yannick.Lange

	VR Editor:  Forgot to add files to previous submit 3355959.

Change 3355977 on 2017/03/21 by Yannick.Lange

	VR Editor: Remove function to add a new extension with  TSubclassOf<UEditorWorldExtension>.

Change 3356017 on 2017/03/21 by Yannick.Lange

	VR Editor: - UI system check owner VRMode.
	- UI system fix check on VRMode on shutdown.

Change 3356028 on 2017/03/21 by Nick.Darnell

	Slate - SButton now correctly releases mouse capture even if it becomes disabled while pressed, but before 'click' has been fired.

	#jira UE-42777

Change 3356071 on 2017/03/21 by Yannick.Lange

	VR Editor: Copy of change 3353663.
	- Fix having to press once on the landscape to see the visuals for landscape editing.
	- Fix when sculpting/painting the position wouldn't update.
	- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
	- Cleanup FLandscapeToolInteractorPosition.

	- Change from 3353663: Use TStrokeClass::UseContinuousApply and TimeSinceLastInteractorMove to decide when to apply ToolStroke on tick.

Change 3356180 on 2017/03/21 by Michael.Dupuis

	Added ShowFlag Foliage Occlusion Bounds
	Fixed non initialized variable
	Expose changing Min Occlusion Bounds instead of assuming 6

	#rn none

Change 3356347 on 2017/03/21 by Nick.Darnell

	UMG - Introducing a faster CreateWidget.  When cooking, the widget compiler now generates a widget template/archetype that is stored in the same package as the generated blueprint class.  During compiling we generate a nearly fully initialized widget tree including all sub userwidgets and their trees, hookup all member variables, initialize named slots, setup any animations...etc.  This nearly fully constructed widget can be instanced using it as an archetype in the NewObject call, and does not have to use the correspondingly slow StaticDuplicateObject path.  There are restrictions on this method, part of the compiling step for widgets now inspects if the instancing would be successful, or if there would be GLEO references after instancing because a user forgot to setup Instanced on a subobject property.  Luckily that should be few and far between, all UVisuals (Widgets & Slots) are now DefaultToInstanced, which takes care of the overwhelming cases that demand the instanced flag.  Especially given the bulk of cases using BindWidget in native code.

	UMG - Removing a lot of deprecated functions from 4.8 on UUserWidget.

Change 3356357 on 2017/03/21 by Nick.Darnell

	Build - Fixing some IWYU issues on the incremental build.

Change 3356461 on 2017/03/21 by Nick.Darnell

	Build - Fixing linux build errors.

Change 3356468 on 2017/03/21 by Jamie.Dale

	STextPropertyEditableTextBox now handles empty texts correctly

Change 3356916 on 2017/03/21 by Matt.Kuhlenschmidt

	Fixed a crash when a material render proxy on a preview node is deleted when it is in flight on the render thread

	#jira UE-40556

Change 3357033 on 2017/03/21 by Alexis.Matte

	Fix crash when importing file with import commandlet
	Make sure path are combine properly to avoid crash
	Add some missing pointer check
	Make sure the asset are save when there is no source control
	#jira UE-42334

Change 3357176 on 2017/03/21 by Alex.Delesky

	#jira UE-42445 - TMaps now support editing the values of structs that act as map keys. TMaps with struct keys will now show the types of their elements in the details panel as well, and structs will now also display numbers next to set elements.

Change 3357197 on 2017/03/21 by Alex.Delesky

	#jira none - Fixing build issue for TMap key struct change.

Change 3357205 on 2017/03/21 by Michael.Dupuis

	Forgot to reset min granularity to 6 from testing

Change 3357340 on 2017/03/21 by Arciel.Rekman

	Mark FMallocAnsi (standard libc malloc) thread-safe on Linux.

Change 3357413 on 2017/03/21 by matt.kuhlenschmidt

	Added '/Game/Effects/Fort_Effects/Materials/Smoke/M_Main_Smoke_Puff.M_Main_Smoke_Puff' to collection 'MattKTest'

	Upgraded collection 'MattKTest' (was version 1, now version 2)

Change 3357505 on 2017/03/21 by Alexis.Matte

	Fix to avoid changing the CDO of FbxAssetImportData. The UI was saving the Config which was saving the CDO. But already serialized data will be reload badly if the CDO change since we serialize only the diff.

	#jira UE-42947

Change 3357825 on 2017/03/21 by Arciel.Rekman

	Clean up the large thread pool on exit.

	- Seems like the destruction was missed in the original CL 2785131 (12/1/15).
	- Fixes problems when threads were allocated in memory that is being cleaned up in another place on exit.

Change 3358086 on 2017/03/22 by Yannick.Lange

	VR Editor: - Fix gizmo scaling down when dragging the world.
	- Fix gizmo scaling down when dragging rotation handle.

Change 3358175 on 2017/03/22 by Andrew.Rodham

	Sequencer: Made ALevelSequenceActor::AdditionalEventReceivers advanced display

Change 3358367 on 2017/03/22 by tim.gautier

	Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters

Change 3358457 on 2017/03/22 by Yannick.Lange

	VR Editor: Deleting unused UI assets.

Change 3358801 on 2017/03/22 by Matt.Kuhlenschmidt

	Guard against crash if the level editor is shut down when the object system has already been shut down

	#jira UE-35605

Change 3358897 on 2017/03/22 by matt.barnes

	Checking in WIP test content for UEQATC-1635 (UMG Navigation)

Change 3358976 on 2017/03/22 by Alex.Delesky

	#jira none - Fixing an issue where ItemPropertyNode could potentially dereference a null property

Change 3358987 on 2017/03/22 by Yannick.Lange

	VR Editor: Fix warning: Can't find file for asset '/Engine/VREditor/UI/VRButtonBackground' while loading ../../../Engine/Content/VREditor/Devices/Vive/VivePreControllerMaterial.uasset.

Change 3359067 on 2017/03/22 by Yannick.Lange

	VR Editor: Fix Radial Menu remains on controller after exiting VR Preview
	#jira UE-42885

Change 3359179 on 2017/03/22 by Matt.Kuhlenschmidt

	Fixed "Multiple Values" in Body Setup when single bone has multiple bodies

	#jira UE-41546

Change 3359626 on 2017/03/22 by Arciel.Rekman

	Linux: pool OS allocations.

	- Add a TMemoryPool and TMemoryPoolArray classes that can be used with any type of OS allocator functions.
	- Add ability to bypass CachedOSPageAllocator for given sizes. Also, corrected the condition on AllocImpl to match one on FreeImpl.
	- Switch Linux to pool mmap()/munmap() by default (helps 32-bit Linux and also speeds up 64-bit one), except 64-bit servers.
	- Add a test to TestPAL to check performance and thread safety.
	- Misc. fixes.

Change 3359989 on 2017/03/23 by Andrew.Rodham

	Sequencer: Binding overrides improvements
	  - Added the ability to override spawnable bindings
	  - Added the ability to override bindings in sub sequences
	  - Deprecated "Get Sequence Bindings" node in favor of "Get Sequence Binding", which is more robust, and provides a better UI/UX for selecting single bindings

	#jira UE-42470

Change 3360369 on 2017/03/23 by Alexis.Matte

	Fix the staticmesh conversion from UE4 4.13 to earlier UE4 versions
	#jira UE-42731

Change 3360556 on 2017/03/23 by Andrew.Rodham

	Sequencer: Added drag/drop support for binding overrides
	  - You can now drag and drop sequencer object binding nodes into blueprint graphs (to create 'Get Sequence Binding' nodes), and onto binding overrides specified on level sequence actors.

Change 3360618 on 2017/03/23 by Arciel.Rekman

	Make Binned2 work on Mac.

	- Game/server will use Binned2 by default.

Change 3360838 on 2017/03/23 by Nick.Darnell

	CommonUI - Making the SingleMaterialStyleMID property transient.  It had been serialized mistakenly onto several widgets when it appears the intent is to dynamically allocate it upon demand.

Change 3360841 on 2017/03/23 by Nick.Darnell

	UMG - Updating the editor to use DuplicateAndInitializeFromWidgetTree, so that Initialize is properly called when duplicating sub widget trees.

Change 3362561 on 2017/03/24 by Matt.Kuhlenschmidt

	Fixed text outlines being cropped at large sizes

	#jira UE-42647

Change 3362565 on 2017/03/24 by Matt.Kuhlenschmidt

	Added automation test for font outlines

Change 3362567 on 2017/03/24 by Matt.Kuhlenschmidt

	Resaved this file to fix 0 engine version warnings

Change 3362582 on 2017/03/24 by Yannick.Lange

	VR Editor: - Fix log warnings when teleporting.
	- Fix undo/redo when using teleport scaling.
	- Improved teleport scaling and push/pull input.
	#jira UE-43214

Change 3362631 on 2017/03/24 by Jamie.Dale

	Split the monolithic culture concept in UE4

	UE4 has historically only supported the concept of a single monolithic "culture" that applied to both text localization and internationalization, as well as all asset localization. Typically the "culture" was set to the "locale" of the OS, however that could be undesirable or incorrect on platforms (such as newer versions of Windows) that have a distinct concept of "language" (for localization) and "locale" (for internationalization).

	This change splits the concept of "culture" into "language" and "locale", and also adds the concept of "asset groups". The language is now used to work out which localization we should use, and the locale is used to control how numbers/dates/times/etc are formatted within our internationalization library.

	Asset groups expand on the language used by asset localization and allow you to create a group of asset classes that can be assigned a different culture than the main game language. A typical use-case of this would be creating an "audio" group that could, for example, be set to Japanese while the rest of the game runs in English.

	If your game doesn't care about the distinction between language and locale, and doesn't need to use asset groups, then you're able to continue to use "culture" as you always have. If, however, you do care about those things, then you'll likely want to avoid using the "culture" directly (as it's now a very aggressive setting that overrides all others), and instead favor using language/locale (games will typically treat these as the same) and asset groups as separate concepts (both in settings, and in your in-game UI).

	The language or locale for a game can be controlled by settings within the "Internationalization" section of your configs (this would typically be set in your GameUserSettings config, in the same way that "culture" works), eg)

	  [Internationalization]
	  language=fr
	  locale=fr

	The asset groups for a game can be controlled by settings within the "Internationalization.AssetGroupClasses" and "Internationalization.AssetGroupCultures" sections of your configs (the asset group class definition would typically be set in your DefaultGame config, and the cultures the groups use would typically be set in your GameUserSettings config), eg)

	  [Internationalization.AssetGroupClasses]
	  +Audio=SoundWave
	  +Audio=DialogueWave

	  [Internationalization.AssetGroupCultures]
	  +Audio=ja

	#jira UE-38418
	#jira UE-43014

Change 3362798 on 2017/03/24 by Nick.Darnell

	UMG - Putting the finishing touches on the hardware cursor system.  Can now load them from blueprints, and there are options for setting them up in the project settings.

	UMG - Deprecating the old properties for software widget cursors.  They've been moved into a map that can handle any of the mouse cursors as the enum key, which was always the intent/desire but maps couldn't be used as UProperties then.

Change 3362805 on 2017/03/24 by Jamie.Dale

	PR #3397: Allow empty source to override display string (Contributed by jorgenpt)

Change 3363039 on 2017/03/24 by Jamie.Dale

	Use the pre-scaled font height where possible to avoid an extra multiply

Change 3363188 on 2017/03/24 by Joe.Graf

	Added support for -iterate for content plugins that require path remapping during cook/packaging

	#CodeReview: matt.kuhlenschmidt
	#rb: matt.kuhlenschmidt

Change 3363355 on 2017/03/24 by Nick.Darnell

	UMG - Removing the CookAdditionalFiles function in UserInterfaceSettings.

Change 3363672 on 2017/03/24 by Matt.Kuhlenschmidt

	Material thumbnails now respect used particle system sprites flag and show a quad insead of a sphere by default. For this change I added the ability to have per asset type override for the default thumbnail shape and I added a way to reset thumbnails to default.  All existinging particle system materials that have not had a custom thumbnail will have to be reloaded and resaved for this to work

	#jira UE-42410

Change 3363699 on 2017/03/24 by Mike.Fricker

	VR Editor: Improved extensibility (for mesh editor)
	- This was merged from CL 3352612 and re-opened for edit before commit
	- All mesh editor changes were stripped before merging

Change 3363784 on 2017/03/24 by Matt.Barnes

	Adding content for tests following UEQATC-3548

Change 3363872 on 2017/03/24 by Arciel.Rekman

	Linux: require user to setup clang/clang++ for building hlslcc.

	- Earlier we tried to handle most common scenarios since libhlslcc needed to be built during the setup. Now that we supply a prebuilt version we don't need to be as user friendly, especially given that the attempts to second guess the compiler started to look complicated.

Change 3364089 on 2017/03/24 by Matt.Kuhlenschmidt

	Fix CIS

Change 3364381 on 2017/03/24 by JeanMichel.Dignard

	UV Packing optim
	- Use horizontal segments instead of checking texel by texel to fit source chart in layout.
	- Skip a couple of rasterize by flipping either the X texels or the Y texels when possible.
	- Keep the best chart raster so that we don't need to reraster when adding the chart to the layout.
	- Added a lightmap UV version in StaticMesh so that we don't invalidate the lighting cache. Only use the new lightmap UV generation when going through UStaticMesh::Build which invalidates the lighting.

Change 3364587 on 2017/03/24 by Arciel.Rekman

	Fix ordered comparison warning from clang 4.0.

Change 3364596 on 2017/03/24 by Arciel.Rekman

	Linux: fix editor being stuck (hack).

	- Rebuilt hlslcc in Debug.

Change 3364863 on 2017/03/25 by Max.Chen

	Sequencer: Fixed crash when deactivating a section in sequencer

	#jira UE-39880

Change 3364864 on 2017/03/25 by Max.Chen

	Sequencer: Integrating fix from licensee to ensure FVirtualTrackArea::HitTestSection checks the row of the section

Change 3364865 on 2017/03/25 by Max.Chen

	Cine Camera: Default post process depth of field method to CircleDOF and use that setting in UpdateCameraLens.

	#jira UE-40621

Change 3364866 on 2017/03/25 by Max.Chen

	GitHub #3183: Conversion to base class is inaccessible.

Change 3364869 on 2017/03/25 by Max.Chen

	Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The setting is only used to initialize the time snapping interval of the level sequence. Added translate keys with ctrl and left-right arrows.

	#jira UE-41009
	#jira UE-41210

Change 3364870 on 2017/03/25 by Max.Chen

	Sequencer: Added translate keys with ctrl and left-right arrows.

	#jira UE-41210

Change 3364871 on 2017/03/25 by Max.Chen

	Sequencer: Add level sequence actor customization to open sequencer from the details panel. For matinee parity.

	#jira UE-41459

Change 3364879 on 2017/03/25 by Max.Chen

	Sequencer: Duplicate shot should put the duplicate on the next available row, keeping the start/end times the same.

	#jira UE-41289

Change 3364880 on 2017/03/25 by Max.Chen

	Sequencer: Opening the API for MovieSceneAudio-related classes along with some minor functionality additions:
	- Adding _API specifiers to MovieSceneAudioTrack, MovieSceneAudioSection, and FAudioTrackEditor so they can be subclassed in other modules.
	- Made GetSoundDuration function in MovieSceneAudioTrack.cpp a member function so it's functionaliy could be reused by subclasses.
	- Adding ability to specify delegates for OnQueueSubtitles, OnAudioFinished, and OnAudioPlaybackPercent in a MovieSceneAudioSection, and have them automatically assigned to any AudioComponents that are played by the MovieSceneAudioTemplate

Change 3364884 on 2017/03/25 by Max.Chen

	Sequencer fbx import
	- Removed the PostRotation compensation as it was setuped for 3ds max.
	- On import, add a rotation to camera and light animation keys like we do on export.
	- Merge the component local transform with the ActorNode transform when exporting only one component that isn't the root component in fbx since we're not creating child nodes in that case.

	#jira UE-34692

Change 3364885 on 2017/03/25 by Max.Chen

	Sequence Recorder: Fix crash when clearing properties to record.

	#jira UE-41873

Change 3364886 on 2017/03/25 by Max.Chen

	Sequencer: Add error when attempting to add a circularly dependent level sequence

	#jira UE-22358

Change 3364890 on 2017/03/26 by Max.Chen

	Sequencer: Added ability to specify a 'notify' function to property instance bindings
	  - When specified, the (parameterless) function will be called after a property is set

Change 3364891 on 2017/03/26 by Max.Chen

	Sequencer: Various fixes to thumbnails
	  - Fixed alpha blending being used when presenting the full screen quad for thumbnails

Change 3364892 on 2017/03/26 by Max.Chen

	Sequencer: PreRoll and PostRoll is now exposed at the section level, for all sections
	  - For the majority of sections this will be unimplemented, but it will allow for some tracks to set up their data ahead of time

Change 3364896 on 2017/03/26 by Max.Chen

	Sequencer: Add segment flags to equality operator for movie scene evaluation segments
	  - This prevents them from being accumulated into adjacent segments of the same index and forced time, but differing flags

Change 3364897 on 2017/03/26 by Max.Chen

	Sequencer: Fixed "Evaluate in preroll" and "Evaluate in Postroll" options
	  - Pre and postroll flags now come through on compiled segments, so the previous manual logic for sub sections is obsolete; we can just use the compiled segment data directly.

Change 3364898 on 2017/03/26 by Max.Chen

	Sequencer: Moved track options to be accessible on all nodes, and operate on all selected tracks

Change 3364902 on 2017/03/26 by Max.Chen

	Sequencer: Ensure evaluation flags are considered when compiling segments from external sequences
	  - This ensures that preroll regions in sub sequences are correctly evaluated when their parent section has preroll
	  - Changed high pass blending to always allow preroll

Change 3364903 on 2017/03/26 by Max.Chen

	Engine: Moved proxy mesh transform update out of camera view computation code
	  - GetCameraView can happen as part of end of frame updates, which will assert if any changes of transform happen during its processing

Change 3364908 on 2017/03/26 by Max.Chen

	Sequencer: Added visualization of pre and postroll on sections

Change 3364909 on 2017/03/26 by Max.Chen

	Sequencer: Prevent MovieSceneCompiler from removing preroll segments

Change 3364910 on 2017/03/26 by Max.Chen

	Sequencer: MediaPlayer PreRoll/PostRoll fix
	- Handle PreRoll/PostRoll on sub scenes that have a start offset

Change 3364922 on 2017/03/26 by Max.Chen

	Sequencer: Add check for valid property before dereferencing.

	#jira UE-40951

Change 3364923 on 2017/03/26 by Max.Chen

	Sequencer: Fix MovieScene preroll so that it seeks to the start correct frame before the preroll.

Change 3364924 on 2017/03/26 by Max.Chen

	Sequencer - change default behavior for pre/post roll evaluation
	- MovieSceneTracks are NOT evaluated by default

Change 3364925 on 2017/03/26 by Max.Chen

	Sequencer: Shot track rows now consider pre and post roll when being compiled

Change 3364926 on 2017/03/26 by Max.Chen

	Sequencer: Added the ability to define shared execution tokens, identifyable with a unique identifier, and sortable based on a sort order (<=0: before standard tokens, >0: after other tokens)

Change 3364927 on 2017/03/26 by Max.Chen

	Sequencer: Added the ability to selectively restore state for specific anim type IDs for a given object
	  - This allows us to specifically restore one particular type of animation for a given object (ie, transform, skeletal animation control, or motion blur)

Change 3364928 on 2017/03/26 by Max.Chen

	Sequencer: Fixed sub-sub tracks not being present in master sequences
	  - In order to correctly handle preroll in inner-inner sequences, we need to have access to those tracks when compiling intermediate sub sections. By caching off all the inner templates, we can have access to these tracks to check whether they want to be evaluated in pre/post roll in the master sequence

Change 3364937 on 2017/03/26 by Max.Chen

	Sequencer: Update cine camera component debug focus plane on tick, rather than in GetCameraView

	#jira UE-41332

Change 3364938 on 2017/03/26 by Max.Chen

	Sequencer: Fix crash inserting a level sequence with an invalid shot.

	#jira UE-41481

Change 3364940 on 2017/03/26 by Max.Chen

	Sequencer: Made handling of pre and post roll more consistent between explicit section pre/post roll and pre/post roll inherited from an outer sub section

Change 3364942 on 2017/03/26 by Max.Chen

	Movie Scene Capture: Move EDL generation to setup instead of close to ensure it gets written out when capturing as a separate process.

	#jira UE-41703

Change 3364943 on 2017/03/26 by Max.Chen

	Sequencer: Prevent capturing movies in editor while a PIE session is running

	#jira UE-41399

Change 3364944 on 2017/03/26 by Max.Chen

	CIS fixes

Change 3364951 on 2017/03/26 by Max.Chen

	Sequencer: Fix autokey not setting a keyframe for slate color with specified color.

	#jira UE-41645

Change 3364952 on 2017/03/26 by Max.Chen

	Sequencer: Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row

	#jira UE-41684

Change 3364953 on 2017/03/26 by Max.Chen

	Sequencer: Fix edl so that it doesn't write out when a shot is out of range. Also fixed not writing the EDL with the correct frame rate when exporting from the track. Reworked the cmx EDL so that its encoded in the same edit time space, including a blank slug at the beginning of the edit.

	#jira UE-41925

Change 3364954 on 2017/03/26 by Max.Chen

	Sequencer - Allow animating parameters on cascade effect components which aren't owned by an AEmitter.

Change 3364955 on 2017/03/26 by Max.Chen

	Sequencer: Fixed sequencer anim instance not being used in the case where one was requested, but a different anim instance was already set

	This fixes an issue when rendering in seaprate process, animations that were set up to use the sequencer instance would be controlled using montage animation instead.

Change 3364963 on 2017/03/26 by Max.Chen

	Sequencer: Fix filtering to include child nodes.

	#jira UE-42068

Change 3364964 on 2017/03/26 by Max.Chen

	Sequencer: Enable UseCustomStartFrame and UseCustomEndFrame when rendering a single shot from the menu.

	#jira UE-42021

Change 3364965 on 2017/03/26 by Max.Chen

	Sequencer: Set the fade color in the track display

Change 3364966 on 2017/03/26 by Max.Chen

	Sequencer: Show actor attached to label in attach section.

Change 3364967 on 2017/03/26 by Max.Chen

	Sequencer: Fix static analysis warnings

Change 3364968 on 2017/03/26 by Max.Chen

	Sequencer: Fix crash on converting to spawnable.

	The previous implementation purported to allow null objects to set up spawnable defaults but it actually needed to compare the spawned object to the supported type.  This new mechanism now allows the spawner to indicate that it accepts null objects and doesn't crash.

	#jira UE-42069

Change 3364969 on 2017/03/26 by Max.Chen

	Sequencer: Fixed crash caused by holding onto stale properties through a raw ptr

	#jira UE-42072

Change 3364977 on 2017/03/26 by Max.Chen

	Sequencer: Convert FLinearColor to FColor for fade.

	#jira UE-41990

Change 3364978 on 2017/03/26 by Max.Chen

	Sequencer: Limit GetAllSections to the sections that actually correspond to the track

	#jira UE-42167

Change 3364979 on 2017/03/26 by Max.Chen

	Sequencer: Filter root nodes too

	#jira UE-42068

Change 3364980 on 2017/03/26 by Max.Chen

	Sequencer: Filter relevant material parameters

	#jira UE-40712

Change 3364982 on 2017/03/26 by Max.Chen

	Sequencer: Remove audio range bounds which clamps to the section bounds (needed for evaluating in pre and post roll)

Change 3364983 on 2017/03/26 by Max.Chen

	Sequencer: Add socket name to attach track section.

Change 3364984 on 2017/03/26 by Max.Chen

	Sequencer: Fix sub track node deletion so that all the sub tracks aren't deleted, only the row being requested.

	#jira UE-40955

Change 3364988 on 2017/03/26 by Max.Chen

	Sequencer: Invalidate expired objects when blueprints are compiled. Fix actor references now handles sections that need to have their guids updated (ie. attach tracks).

Change 3364994 on 2017/03/26 by Max.Chen

	Sequencer: Audio waveforms now show peak samples with smoothed RMS in the center
	  - Audio row heights are now also resizable by dragging on the bottom end of the track lane in the track area view

Change 3364995 on 2017/03/26 by Max.Chen

	UMG: Fix crash on undo

	#jira UE-42210

Change 3365000 on 2017/03/26 by Max.Chen

	Sequencer: Fix crash from GetCurrentValue.

Change 3365001 on 2017/03/26 by Max.Chen

	Sequencer: Split "Snap to the Dragged Key" option into two options, pressed key and dragged key.

	#jira UE-42382

Change 3365002 on 2017/03/26 by Max.Chen

	Sequencer: Downgraded check to ensure for FMovieSceneEvalTemplateBase::GetScriptStructImpl()

Change 3365003 on 2017/03/26 by Max.Chen

	Sequencer: Fixed section template script struct
	  - Because the cpp is not parsed by UHT, the empty template had its parent struct, rather than its own
	  - We now just return null, and handle empty segments correctly in the segment remapper as part of the track compilation

Change 3365013 on 2017/03/26 by Max.Chen

	Sequencer: Added data validation on compiled template loads, and extra guards against misuse of movie scene types

Change 3365014 on 2017/03/26 by Max.Chen

	Sequencer: Sequencer now re-evaluates when starting PIE or Simulate
	  - This can be disabled by disabling "Bind Sequencer to PIE" and "Bind Sequencer to Simulate" in PIE advanced settings

Change 3365015 on 2017/03/26 by Max.Chen

	Sequencer: Fix edl files so that they don't write out empty range shots

Change 3365017 on 2017/03/26 by Max.Chen

	Sequencer: Set max tick rate when in game.

	#jira UE-41078

Change 3365018 on 2017/03/26 by Max.Chen

	Sequencer: When finishing a scrub, playback status is now correctly set to stopped rather than stepping
	  - This fixes a hack that was previously in place from the old PostTickRenderFixup that caused it to run that step after scrubbing bad finished. This is no longer necessary, and actually breaks clicking to set the scrub position, as it now means that we step across the entire range between the previous and current time.

Change 3365022 on 2017/03/26 by Max.Chen

	Sequencer: Insert shot now creates a shot at the current time and puts it on the next available row.

	#jira UE-41480, UE-27699

Change 3365023 on 2017/03/26 by Max.Chen

	Sequencer: Add loop selection range. If there is no selection range, loop mode is restricted to loop or no loop.

	#jira UE-42285

Change 3365029 on 2017/03/26 by Max.Chen

	Sequencer: Add hotkeys to set the selection range to the next and previous shot (page up, page down). Also, added hotkey to set the playback range to all the shots (end)

Change 3365030 on 2017/03/26 by Max.Chen

	Sequencer: Fix particle system restore state so that it gets the proper initial active state of the particle system.

	#jira UE-42861, UE-42859

Change 3365031 on 2017/03/26 by Max.Chen

	Sequencer: Snap time when changing time snapping intervals.

	#jira UE-42590

Change 3365032 on 2017/03/26 by Max.Chen

	Sequencer: Add When Finished state to sections. By default, sections now restore state.

	#jira UE-41991, UE-31569

Change 3365033 on 2017/03/26 by Max.Chen

	#jira UE-42028 "DialogueWave playback calls OnQueueSubtitles multiple times"

	Only queue subtitles once per wave instance playback

Change 3365041 on 2017/03/26 by Max.Chen

	Sequencer: Subscene hierarchical bias

	Tracks can now be prioritized based on their subscene hierarhical bias value. Higher bias values take precedence.

	#jira UE-42078

Change 3365042 on 2017/03/26 by Max.Chen

	Sequencer: Generic paste menu for master (root) tracks.

Change 3365043 on 2017/03/26 by Max.Chen

	Sequencer: Hierarchical bias for level visibility track

	#jira UE-43024

Change 3365044 on 2017/03/26 by Max.Chen

	Sequencer: Prevent throttling on editing keys/sections.

Change 3365045 on 2017/03/26 by Max.Chen

	Sequencer: Set sequencer audio components bIsUISound to false so that they don't continue playing when the game is paused.

	#jira UE-39391

Change 3365046 on 2017/03/26 by Max.Chen

	Sequencer: Add missing BindLevelEditorCommands()

Change 3365049 on 2017/03/26 by Max.Chen

	Sequencer: Set tick prerequites for spawnables when they are spawned.

	#jira UE-43009

Change 3365050 on 2017/03/26 by Max.Chen

	Sequencer: Jump to Start and End of playback shortcuts.

	Rewind renamed to Jump to Start. Shortcut - up arrow.
	Jump to End Shortcut - ctrl up arrow.

	#jira UE-43224

Change 3365051 on 2017/03/26 by Max.Chen

	Sequencer: Add last range to playback

Change 3365057 on 2017/03/26 by Max.Chen

	Sequencer: Fix master sequence subscene generation times.

Change 3365058 on 2017/03/26 by Max.Chen

	Sequencer: Fix paste so that it doesn't paste both onto object nodes and master tracks.

Change 3365059 on 2017/03/26 by Max.Chen

	Sequencer: Fix crash pasting audio track.

Change 3365060 on 2017/03/26 by Max.Chen

	Sequencer: Cache player fade state so that restore state will return the values to the pre animated state.

	#jira UE-43313

Change 3365061 on 2017/03/26 by Max.Chen

	Sequencer: Filter hidden functions. This fixes a bug where the field of view property for a cinematic camera appears to be animatable. It should be hidden just like it is in the property editor.

	#jira UE-41461

Change 3365065 on 2017/03/26 by Max.Chen

	Sequencer: Support component hierarchies when drawing animation paths

	#jira UE-39500

Change 3365066 on 2017/03/26 by Max.Chen

	Sequencer: Refine pause behaviour in sequencer to always evaluate the next frame
	  - This ensures that we get a full frame's worth of evaluation so that the paused frame is of a good quality (and avoids us evaluating a tiny range)

Change 3365075 on 2017/03/26 by Max.Chen

	Sequencer: Fix add shot not setting next row.

Change 3365076 on 2017/03/26 by Max.Chen

	Sequencer: Export MovieSceneTrackEditor

	#jira UE-41641

Change 3365472 on 2017/03/27 by Yannick.Lange

	VR Editor landscape. Back out changelist 3356071 with new proper fixes.
	CL 3356071 introduced another bug and it wasn't correct because of removing FLandscapeToolInteractorPosition. This changelist fixes the same and additional bugs for VREditor Landscape mode.
	- Fix when sculpting/painting the position wouldn't update.
	- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
	- Fix VREditor Landscape Texture Painting does not paint continuously
	- Fix having to press once on the landscape to see the visuals for landscape editing.
	- Removed Interactor parameter from BeginTool.
	#jira UE-42780, UE-42779

Change 3365497 on 2017/03/27 by Matt.Kuhlenschmidt

	Fix texture importing when an FBX file incorrectly reports absolute path as relative.  First we try absolute, then we try fbx reported relative, then we try relative to parent FBX file.

Change 3365498 on 2017/03/27 by Matt.Kuhlenschmidt

	Fix attempting to load a package in FBX scene import when the import path is empty. This greatly reduces FBX scene import time

Change 3365504 on 2017/03/27 by Yannick.Lange

	VR Editor landscape fix ensure in when starting to paint/sculpt. Mousemove on tool should only be called when the tool is actually active, not when hovering.

Change 3365551 on 2017/03/27 by Matt.Kuhlenschmidt

	PR #3425: Added Scrollbar customization to SComboBox (Contributed by Altrue)

	#jira UE-43338

Change 3365580 on 2017/03/27 by Matt.Kuhlenschmidt

	PR #3409: Add support for per-Category filtering in Output Log (Contributed by thagberg)

Change 3365672 on 2017/03/27 by Andrew.Rodham

	Sequencer: Preanimated state producers can now produce null tokens
	  - Doing so implies no preanimated state should be saved

Change 3365791 on 2017/03/27 by Andrew.Rodham

	Sequencer: Added Material Parameter Collection track

Change 3365806 on 2017/03/27 by Max.Chen

	Sequencer: Add option to instance sub sequences.

	#jira UE-43307

Change 3365822 on 2017/03/27 by Matt.Kuhlenschmidt

	Subdue the output log font color a bit

Change 3365846 on 2017/03/27 by Jamie.Dale

	Added package redirection on load/find

Change 3365852 on 2017/03/27 by Jamie.Dale

	Adding a way to mark a package as no longer missing

Change 3365896 on 2017/03/27 by Jamie.Dale

	Adding GlobalNotification to Slate

	This is the guts of the GlobalEditorNotification, so it can be used by code that doesn't link to UnrealEd.

Change 3365900 on 2017/03/27 by Jamie.Dale

	Prevent the default cooked sandbox from trying to read non-cooked assets

Change 3366550 on 2017/03/27 by Max.Chen

	Sequencer: Fix case

Change 3367301 on 2017/03/28 by Andrew.Rodham

	Tests: Added test actor with a variety of properties for testing purposes

Change 3367303 on 2017/03/28 by Andrew.Rodham

	Tests: Enabled ActorSequenceEditor plugin in EngineTest project

Change 3367304 on 2017/03/28 by Andrew.Rodham

	Tests: Added several functional testing maps for sequencer
	  - SequencerTest_Properties - tests animating various property types
	  - SequencerTest_Events - tests basic event triggering functionality (including additional event receivers and event ordering)
	  - SequencerTest_BindingOverrides - tests overriding possessable and spawnable bindings, along with bindings in sub sequences
	  - SequencerTest_ActorSequence - tests basic actor sequence functionality

Change 3367465 on 2017/03/28 by Max.Chen

	Sequencer: Set Bind Sequencer to PIE off by default, Bind Sequencer to Simulate remains on by default.

Change 3367515 on 2017/03/28 by Matt.Kuhlenschmidt

	Guard against visual studio accessor crash

	#jira UE-43368

Change 3368118 on 2017/03/28 by Alexis.Matte

	Fix the staticmesh conversion from 4.13. There was a error in the LOD loop we where not remapping the LOD 0.
	#jira UE-42731

Change 3368485 on 2017/03/28 by Alex.Delesky

	#jira UE-42207 - Updated SVN Binaries for MacOSX 64-bit:
	- Subversion 1.9.4 -> 1.9.5
	- OpenSSL 1.0.2h -> 1.0.2k
	- BerkeleyDB 5.3.15 -> 6.2.23
	- Java 8u101 -> 8u121
	- Sqlite 3.13.0 -> 3.17.0
	- Serf 1.3.8 -> 1.3.9
	- Swig 3.0.10 -> 3.0.12
	- ZLib 1.2.9 -> 1.2.11

Change 3368495 on 2017/03/28 by Alex.Delesky

	#jira UE-42207 - Updated SVN Binaries for Windows 64-bit:
	- Subversion 1.9.4 -> 1.9.5
	- OpenSSL 1.0.2h -> 1.0.2k
	- BerkeleyDB 5.3.15 -> 6.2.23
	- Java 8u101 -> 8u121
	- Sqlite 3.13.0 -> 3.17.0
	- Serf 1.3.8 -> 1.3.9
	- Swig 3.0.10 -> 3.0.12
	- ZLib 1.2.9 -> 1.2.11

Change 3368501 on 2017/03/28 by Alex.Delesky

	#jira UE-42207 - SVN Build instructions for Windows and Mac 64-bit libraries, and license files for Mac libraries

Change 3368782 on 2017/03/28 by Nick.Darnell

	UMG - Improving some logging for fast widget creation.

Change 3368826 on 2017/03/28 by Nick.Darnell

	Slate - Slate Application now maintains seperate tracking for each pointer being utilized for drag drop, so now multiple fingers on multiple widgets can now simultaneously be attempting a drag, however once one of them becomes successful, we clear all state of all other tracking since only one Drag Drop operation is possible at a time.

	Slate - bFoldTick is now removed from the codebase, we haven't supported the other (non-folded) code path for awhile, so there was no point in maintaining the switch.

	Slate - Users have noticed issues where the cursor does not appear when changing visibility (through toggling the way the cursor appears).  This was rooted in how the OS requested cursor changes, WM_SETCURSOR on Windows only asks for new cursors when the mouse moves, but often cursors change just because mouse capture changes.  So now the path has been centralized in Slate Tick to only handle the cursor changes in one place, and several places that need to refresh the cursor state, now set a flag to handle it on next tick.

	#jira UE-40486

Change 3368917 on 2017/03/28 by Arciel.Rekman

	Linux: allow building with clang 4.0.

Change 3369074 on 2017/03/28 by Nick.Darnell

	UMG - Fixing some spelling on the hardware cursor tip.

	UMG - Changed some checks to ensure now that users can input the wrong data from the editor.  Adding some clamping to the editor interface so that users are not tempted to enter incorrect hotspot ranges for their cursors.

	#jira UE-43419
	#jira UE-43425

Change 3369137 on 2017/03/28 by Max.Chen

	Sequencer: Add given master track sets the outer to the movie scene.

Change 3369360 on 2017/03/29 by Andrew.Rodham

	Sequencer: Reconciled 3349194 and 3365041 with animphys merge

Change 3369410 on 2017/03/29 by Alexis.Matte

	Fix the select filename in the FileDialog "Desktop window platform"
	#jira UE-43319

Change 3369475 on 2017/03/29 by Nick.Darnell

	PR #3413: UE-37710: Proper scaling of WebBrowserViewport (Contributed by projectgheist)

	Modified - you can't use the clip rect to decide on how large you should be.

	#jira UE-37710

Change 3369775 on 2017/03/29 by Max.Chen

	ControlRig: Fix crash on exit.

	#jira UE-43411

Change 3370466 on 2017/03/29 by Nick.Darnell

	AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order.

	StreamableManager - Only showing the duplicate load error in debug builds, it's not a real error.

	#jira UE-43409

Change 3370570 on 2017/03/29 by Nick.Darnell

	Slate - Fixing a bug with ZOrder being discarded on the SOverlay Slot.

	#jira UE-43431

Change 3370644 on 2017/03/29 by Andrew.Rodham

	Temporarily disabling sequencer functional test "Event Position"

Change 3370713 on 2017/03/29 by Nick.Darnell

	PR #3399: UE-42831: Anchor text ignores scale (Contributed by projectgheist)

	#jira UE-43156
	#jira UE-42831

Change 3371243 on 2017/03/30 by Arciel.Rekman

	Linux: scale OS allocation pool to match memory size.

	- Number of distinct VMAs (contiguous virtual memory areas, i.e. mappings done via mmap()) is rather low (~64k)
	  and we can run out of VMAs earlier than we will run into available memory. Larger pool makes this less likely.

Change 3371262 on 2017/03/30 by Arciel.Rekman

	Linux: fix custom present.

	- PR #3383 contributed by yaakuro.

Change 3371301 on 2017/03/30 by Arciel.Rekman

	Linux: fix copying to a non-existent directory during Setup.

Change 3371307 on 2017/03/30 by Andrew.Rodham

	Editor: Added "Resave All" functionality to content browser folders

Change 3371364 on 2017/03/30 by Andrew.Rodham

	Sequencer: Level streaming improvements
	  - Tick prerequisites are now set up when any object binding is resolved, not at the start of the sequence. This unifies code between spawnables and possessables, and allows tick prerequisites to still be set up when levels are streamed in
	  - Actor references are no longer resolved when a PIEInstance is specified on the package, and it cannot be fixed up to a different ptr than the original. This stops us resolving actors from one world into another.
	  - Fixed level visibility request getting cleared when the cumulative total was 0 (it should only do this if there are no requests left)

	#jira UE-43225

Change 3371365 on 2017/03/30 by Andrew.Rodham

	Tests: Sequencer level streaming tests

Change 3371493 on 2017/03/30 by Nick.Darnell

	PR #3408: UE-19980: Added FCanExecuteAction to prevent keyboard shortcut. (Contributed by projectgheist)

Change 3371524 on 2017/03/30 by Nick.Darnell

	PR #2938: Minor UMG code fixups (Contributed by projectgheist), accepted most of the changes.

Change 3371545 on 2017/03/30 by Nick.Darnell

	UMG - Fixing some minor issues with WidgetComponents not properly limiting input depending on what is supported with reguard to hardware input.

Change 3371576 on 2017/03/30 by Matt.Kuhlenschmidt

	PR #3433: Fix for the Standalone D3D Slate Shader using the wrong value for the. (Contributed by megasjay)

Change 3371590 on 2017/03/30 by Nick.Darnell

	UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera.  The widgets should now show up in the right locations.

Change 3371625 on 2017/03/30 by Alexis.Matte

	Fix the merge tool material id assignment
	#jira UE-43246

Change 3371666 on 2017/03/30 by Nick.Darnell

	UMG - Reducing logging, don't need to tell everyone all the time we're using the fast widget path.

Change 3371687 on 2017/03/30 by Arciel.Rekman

	Linux: switch to new managed filehandles.

Change 3371778 on 2017/03/30 by Matt.Kuhlenschmidt

	Fixed the animation to play property on skeletal meshes being too small to read anything

	#jira UE-43327

Change 3372709 on 2017/03/30 by Matt.Kuhlenschmidt

	Made slate loading widget / movie play back more thread safe by eliminating Slate applicaiton or the main window from being ticked directly on another thread.  We now have a separate virtual window for ticking and painting the loading screen widgets in isolation

Change 3372757 on 2017/03/30 by Nick.Darnell

	Paragon - Fixing cases where people were using PostLoad() where really it should have done when the widget was constructed or created.  This is a side effect of the FastWidget creation path 'PostLoad()' is not called on newly constructed widgets, though it did before because part of duplicating the WidgetTree, required serialization, which would have called it.

Change 3372777 on 2017/03/30 by Nick.Darnell

	Fixing fast widget template cooking so that it does the same logic as Initialize did, centralizing the code to find the first widgetblueprintclass.

Change 3372949 on 2017/03/30 by Nick.Darnell

	UMG - Fixing some cooking crashes for the super class.

Change 3373139 on 2017/03/30 by Jeff.Farris

	Added TimingPolicy option to WidgetComponent, so widgets can optionally tick in game time rather than real time.

	(Copy of CL 3279699 from Robo Recall to Dev-Editor)

Change 3373235 on 2017/03/30 by Nick.Darnell

	Fixing a cooking issue, accidentally removed code that was properly loading some needed assets.

Change 3373266 on 2017/03/30 by Matt.Kuhlenschmidt

	Made GetMoviePlayer thread safe.  Simply accessing GetMoviePlayer is safe now as is checking IsLoadingFinished.  However, most of the functions on movie player are only safe from the game thread!

Change 3374026 on 2017/03/31 by Andrew.Rodham

	Sequencer: Moved evaluation group registration to IMovieSceneModule

	#jira UE-43420

Change 3374060 on 2017/03/31 by Yannick.Lange

	VR Editor: Collision on motion controllers in simulate.

Change 3374185 on 2017/03/31 by Nick.Darnell

	Attempting to fix the build.

Change 3374232 on 2017/03/31 by Max.Chen

	Sequencer: Fix audio not playing in editor

	#jira UE-43514

Change 3374322 on 2017/03/31 by Nick.Darnell

	UMG - SafeZone widget now has comments, and useful tips.  Using the debugging console commands now trigger the broadcast that will cause controls like the SSafeZone widget to resample the display metrics to learn the new safezone ratio.

Change 3374424 on 2017/03/31 by Max.Chen

	Updated test content so that the door animation is now set to "Keep State" for the When Finished property.

	#jira UE-43519

Change 3374447 on 2017/03/31 by Max.Chen

	Sequencer: Notify streaming system prior to camera cuts

	By default, this does nothing. Users will need to enable the preroll section of camera cuts for the streaming system to activate prior to cutting to cameras.

	#jira UE-42406

Change 3374571 on 2017/03/31 by Andrew.Rodham

	Sequencer: Unified global and object-bound pre animated state, added InitializeObjectForAnimation method to state producers

Change 3374578 on 2017/03/31 by Andrew.Rodham

	Sequencer: Added unit tests for pre-animated state

Change 3374592 on 2017/03/31 by Max.Chen

	Color Customization: Set curve color names.

	#jira UE-43405

Change 3374596 on 2017/03/31 by Andrew.Rodham

	Corrected documentation comment

Change 3374671 on 2017/03/31 by Matt.Kuhlenschmidt

	Fix movie scene audio track not compiling outside of editor

Change 3374689 on 2017/03/31 by Matt.Kuhlenschmidt

	Remove the slate thread masquerading as the game thread in IsInGameThread

Change 3374730 on 2017/03/31 by Max.Chen

	Sequencer: Add check for null loaded level.

Change 3374732 on 2017/03/31 by Max.Chen

	Sequencer: Remove null tracks on postload.

Change 3374737 on 2017/03/31 by tim.gautier

	- Updated UMG_Optimization: Adjusted Variable names to resolve compile errors due to Widget Components and Variables sharing names (cannot be done with new compile improvements)

	- Set Level Blueprint for TM-UMG back to AllPalettes

Change 3374987 on 2017/03/31 by Nick.Darnell

	UMG - Introducing a way to inform the widgets more information about the designer.  There's now a DesignerChanged event sent to all design time widgets letting them know things like the current screen size and DPI scale.

	UMG - The SafeZone widget will now show the correct safe zone amount if you use the safezone command line options, which are now documented in the comment for the USafeZone class.

Change 3375599 on 2017/03/31 by Max.Chen

	Cine Camera: Update camera debug plane when property changes, rather rely soley on tick. This fixes a bug where sliding the value on the details panel doesn't update the debug plane in the viewport simultaneously.

	#jira UE-43543

Change 3375601 on 2017/03/31 by Arciel.Rekman

	Linux: switch to v9 cross-toolchain.

Change 3375856 on 2017/04/01 by Andrew.Rodham

	Sequencer: Fixed 'formal parameter with requested alignment of 16 won't be aligned'

Change 3375870 on 2017/04/01 by Andrew.Rodham

	Sequencer: Fixed explicit template instantiation ocurring before the complete definition of type's members
	  - This resulted such members not being instantiated (and hence exported) when compiled with clang

Change 3376114 on 2017/04/02 by Arciel.Rekman

	Linux: make source code accessor aware of clang 3.9 and 4.0.

Change 3376138 on 2017/04/02 by Arciel.Rekman

	Linux: add clang to fedora deps (UE-42123).

	- PR #3273 submitted by cpyarger.

Change 3376159 on 2017/04/02 by Arciel.Rekman

	Linux: some support for building on Debian Sid or Stretch (UE-35841).

	- Basd on PR #2790 by haimat.

Change 3376163 on 2017/04/02 by Arciel.Rekman

	Linux: install latest clang on Arch (UE-42341).

	- This undoes PR #1905.
	- PR #2897 by SiebenCorgie.
	- PR #3302 by awesomeness872.
	- PR #3341 by patrickelectric.

Change 3376167 on 2017/04/02 by Arciel.Rekman

	Add FreeBSD mem info (courtesy support for the out of tree build) (UE-42994).

	- PR #3378 by mdcasey.

Change 3376168 on 2017/04/02 by Arciel.Rekman

	Linux: fixed VHACD Makefile on a case sensitive fs (UE-42905).

	- PR #3381 by slonopotamus.

Change 3376177 on 2017/04/02 by Arciel.Rekman

	SlateDlg: case-insensitive comparison of filter extensions (UE-39477).

	- PR #3019 by aknarts.

Change 3376178 on 2017/04/02 by Arciel.Rekman

	WebRTC: only x86_64 version exists for Linux.

Change 3376245 on 2017/04/03 by Andrew.Rodham

	Sequencer: Re-enabled event order test

Change 3376339 on 2017/04/03 by Matt.Kuhlenschmidt

	Fix crash during loading movie playback on DX12 due to not ever cleaning up old resources

	#jira UE-27026

Change 3376481 on 2017/04/03 by Alex.Delesky

	#jira UE-43495 - TMaps will now support customized key properties correctly.

Change 3376741 on 2017/04/03 by Matt.Kuhlenschmidt

	Fix crash flushing font cache when loading a movie.  This is no longer save on the slate movie thread

	#jira UE-43567

Change 3376763 on 2017/04/03 by Shaun.Kime

	Material Reroute nodes do not work for Texture Object Parameters as they return a base output type. Modified logic to now support this node type.
	#jira UE-43521

Change 3376836 on 2017/04/03 by Jamie.Dale

	Fixed text format history being clobbered by reference collection

	#jira UE-37513

Change 3376852 on 2017/04/03 by Nick.Darnell

	Paragon - Found a case where a user had marked a BindWidget property as Transient which prevents serializing the property binding now for widget fast mode.

	#jira UE-43564

Change 3377207 on 2017/04/03 by Jamie.Dale

	Desktop platform directory pickers are expected to return absolute paths

	File pickers return relative paths though, and we should make this consistent at some point.

	#jira UE-43588

Change 3377214 on 2017/04/03 by Matt.Kuhlenschmidt

	Fix movie player shutdown crash in non-editor builds

	#jira UE-43577

Change 3377299 on 2017/04/03 by Michael.Dupuis

	#jira UE-43586 : properties should be non transactional
	#jira UE-43559

Change 3378333 on 2017/04/04 by Michael.Dupuis

	#jira UE-43585
	#jira UE-43586
	Revert back to purple color

Change 3378633 on 2017/04/04 by Matt.Kuhlenschmidt

	Resaved this asset to avoid zero engine version warnings

Change 3378958 on 2017/04/04 by Nick.Darnell

	Automation - Fixing the race condition to finish compiling shaders on screenshots for UI.

[CL 3379345 by Matt Kuhlenschmidt in Main branch]
2017-04-04 15:35:21 -04:00
Luke Thatcher
22b2ad89ea Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3378220)
#lockdown Nick.Penwarden

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

Change 3301794 on 2017/02/14 by Josh.Adams

	Fixed a crash with clothing on platforms that don't support NV_CLOTH

Change 3302696 on 2017/02/14 by Chad.Garyet

	adding dev-console json

Change 3306418 on 2017/02/16 by Ben.Woodhouse

	Fix prepass/basepass zfighting, caused by bad vertex welding in depth-only indexbuffer. Requires bumping the staticmesh DDC key
	Duplicated from Fortnite/Main CL 3302965
	#jira UE-34332

Change 3308922 on 2017/02/17 by Josh.Adams

	- Disabled the game analytics anon usage data sent to Epic on the console platforms

Change 3311506 on 2017/02/20 by Keith.Judge

	Replicate fix for FD3D12UniqueDescriptorTable leak in async compute contexts from another branch.

Change 3313445 on 2017/02/20 by Josh.Adams

	- Various Vulkan fixes:
	  - Compiles in Linux
	  - Many cubemap bugs squashed
	  - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear()
	  - Added compute fences

Change 3314916 on 2017/02/21 by Josh.Adams

	- Fixed an issue with 4 and 8 vertex instanced particles using the wrong VertexFactory objects (D3D didn't even need separate VFs due to the VertexDecl updating the stride at draw call time)

Change 3315398 on 2017/02/21 by Ben.Woodhouse

	Fix GPUTestbed packaging

Change 3316340 on 2017/02/22 by Ben.Woodhouse

	Duplicate hotfix from Release-4.15:
	CL 3316322
	Fix for GPU Cubemap copy crash - Guard for invalid indices before marking cubemap indices as removed
	#jira UE-42165

Change 3317345 on 2017/02/22 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3316239

Change 3319186 on 2017/02/23 by Josh.Adams

	Added /VIRTUALIZEDIRECTX option to XgConsole for XGE shader compiling to work  on remote machines without DX installed

Change 3323514 on 2017/02/27 by Chad.Garyet

	adding populate ddc for dev-console, removing RDU agent type

Change 3335889 on 2017/03/07 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merge //UE4/Main (CL 3335229) to //UE4/Dev-Console

	#tests Build Win64 Editor, run QAGame editor, Launch on PS4.

Change 3336550 on 2017/03/07 by Ben.Woodhouse

	Duplicate CL 3336456
	#jira UE-42468
	Fix a bug in the rendertargetpool handling of fastVRAM targets, reported on UDN

Change 3340385 on 2017/03/09 by Ben.Woodhouse

	Optimized fastVRAM layout and configurability. CVars can be configured based title rendering requirements and resolution
	With these changes, we try to store the GBuffer in Fast VRAM if possible. Transient/non perf critical surfaces are now disabled by default
	In content w/ dynamic lighting @ 900p we see a 1.8ms gain. In RenderTestMap QAGame @ 1080p we see 0.4ms gains (further improvements may be possible with additional tweaking).

Change 3355982 on 2017/03/21 by Ben.Woodhouse

	Duplicate from CL 3354688:
	Fix async SSAO not actually running asynchronously. This was because bHZBBeforeBasePass  was set to false even though we had a full prepass (EDepthDrawingMode::DDM_AllOpaque), so we didn't process it until after the basepass.
	This saved 0.6ms in GPUTestbed

Change 3356166 on 2017/03/21 by Ben.Woodhouse

	Duplicate from 3347033
	Subsurface postprocess optimization, courtesy of Mike O'Connor at Iron Galaxy Studios.

	Add a branch to reduce bandwidth. Halved the cost of the setup pass according to PIX (0.3ms to 0.15ms)

Change 3360243 on 2017/03/23 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merge //UE4/Main (CL 3358685) to //UE4/Dev-Console

	#tests Build Win64 Editor, run FortGPUTestbed editor, Launch on PS4.

Change 3365746 on 2017/03/27 by Joe.Barnes

	- Handle NULL source data.
	- Log failed surround conversion.

Change 3368022 on 2017/03/28 by Ben.Woodhouse

	Cherry pick reflection capture hotfix from release-4.15 CL 3365830:
	Fixed reflection capture crash when repeatedly adding/removing captures
	Previously we used an array of indices (CubemapIndicesRemovedSinceLastRealloc) to keep track of indices which had been removed, however this caused issues when those indices were reused by subsequent allocations before the array was reallocated
	The new method uses a simple bitfield to track usage (one bit per cubemap slot index).
	Also fixed order(N^2) index search in the index allocator - now just a fast bit scan

	#jira UE-42165
	#jira UE-42911

Change 3371568 on 2017/03/30 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3371054) to Dev-Console (//UE4/Dev-Console)

Change 3372780 on 2017/03/30 by Joe.Barnes

	Add support for multi-channel ADPCM encoding. Format based on game side ADPCM decompressor.

Change 3374847 on 2017/03/31 by Ben.Woodhouse

	Fix shipping warning
	#jira UE-43522

Change 3376442 on 2017/04/03 by Ben.Woodhouse

	Fix FortGPUTestbed animnotify cook errors (delete the offending animnotifies)

[CL 3378288 by Luke Thatcher in Main branch]
2017-04-04 09:10:29 -04:00
Marcus Wassmer
7a732df6ec Fix shader compile error when creating volume domain materials
#rb none
#lockdown Nick.Penwarden

[CL 3372743 by Marcus Wassmer in Main branch]
2017-03-30 15:14:33 -04:00
James Brinkerhoff
0f37066e3e Copying //UE4/Ocean-Staging to //UE4/Dev-Main (Source: //Ocean/Main @ 3355692)
#lockdown Nick.Penwarden

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

Change 3348195 on 2017/03/15 by James.Brinkerhoff

	Hotfix from CL 3347729 for variable shadow warning caused by CL 3347393

Change 3347935 on 2017/03/15 by James.Brinkerhoff

	Hotfix from CL 3347393 for a runtime asset crash

Change 3340537 on 2017/03/09 by James.Brinkerhoff

	Hotfix from CL 3338679 for arrow keys not working to navigate between elements in the details panel

Change 3335755 on 2017/03/07 by Ben.Marsh

	Pass bCreateStubIPA into PrepForUATPackageOrDeploy rather than setting it through a global configuration object (which is no longer accessible).

Change 3334652 on 2017/03/06 by James.Brinkerhoff

	Merging //UE4/Ocean-Staging to //Ocean/Main @ CL 3331740

Change 3332441 on 2017/03/03 by James.Brinkerhoff

	Hotfix from CL 3296668 for assert when creating memory reports
	#jira OCN-6087: [CRASH] Crash after entering the memreport command into the command line.

Change 3318933 on 2017/02/23 by Allan.Bentham

	Temp workaround for iOS metal sRGB capable render targets sRGB correcting twice.

Change 3314064 on 2017/02/21 by Richard.Fawcett

	Implement randomized manifest filenames for Ocean.

Change 3313139 on 2017/02/20 by James.Brinkerhoff

	Hotfix from CL 3262052 for UE-40782 Put back the skinxx workflow for the staticmesh

Change 3292678 on 2017/02/08 by Brian.Zaugg

	Back out changelist 3292455

Change 3292455 on 2017/02/08 by Brian.Zaugg

	Back out changelist 3292268

Change 3292268 on 2017/02/08 by Allan.Bentham

	Restore DestStride output value when locking compressed textures.

Change 3288925 on 2017/02/06 by Brian.Zaugg

	Change this error from a check to an error log: "Loading non-streamed mips from an external bulk file.  This is not desireable."

Change 3288441 on 2017/02/06 by James.Brinkerhoff

	Hotfix from CL 3255451 for UE-40384: Reference Viewer comment text is difficult to read
	#jira OCN-6059: CLONE - Comment boxes are turning opaque when the game is running

Change 3285501 on 2017/02/03 by Allan.Bentham

	Fix  for ring buffer not allocating sufficient space for large requests.

Change 3280062 on 2017/01/31 by Max.Chen

	Sequencer: Find object in any package. This fixes an issue where bound objects can't be found.

	#jira UE-39459

Change 3279375 on 2017/01/31 by Brian.Zaugg

	Increase TaskGraph thread stack size for non-shipping builds to prevent stack overflow on iOS.

Change 3279366 on 2017/01/31 by Brian.Zaugg

	Fix for iOS virtual keyboard.

Change 3275965 on 2017/01/27 by Max.Chen

	Sequencer: Only reset persistent evaluation data when the sequence has changed
	  - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence

	Copy from Release-4.15

	#jira UE-40234

Change 3275963 on 2017/01/27 by Max.Chen

	Sequencer: Fixed crash caused by lingering persistent evaluation data

	Copy from Release-4.15

	#jira UE-40064

Change 3275962 on 2017/01/27 by Max.Chen

	Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
	  - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
	  - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer

	Copy from Release-4.15

	#jira UE-39882

Change 3275523 on 2017/01/27 by James.Brinkerhoff

	Fix issue with automation tool caused by a bad resolve

Change 3274292 on 2017/01/26 by James.Brinkerhoff

	Merging //UE4/Ocean-Staging to //Ocean/Main @ CL 3269883

Change 3252898 on 2017/01/10 by James.Brinkerhoff

	Hotfix from CL 3187276 for UE-39071: Crash on adding Actor Reference property to a Struct

Change 3248463 on 2017/01/05 by Aaron.McLeran

	Implementing UE-39421 fix into Ocean

Change 3247933 on 2017/01/05 by James.Brinkerhoff

	Hotfix from CL 3246828 for UE-39249: Particle effects only render in one eye for VR

Change 3242274 on 2016/12/21 by James.Brinkerhoff

	Hotfix from CL 3209235 for UE-16688 - Selection and selection highlight doesn't work on child actors

Change 3242273 on 2016/12/21 by James.Brinkerhoff

	Hotfix from CL 3209232 for making the function GetComponents optionally include components in child actors
	Also fixed a circular dependency due to the hotfix (already applied in UE4 Main)

Change 3240035 on 2016/12/19 by Jaren.Peterson

	MovieSceneEventTemplate - Renamed FEventData to FMovieSceneEventData to eliminate confusion and clear up a crash occuring in Ocean debug builds.

Change 3236490 on 2016/12/15 by Chad.Garyet

	Updating packaged build to not make a stub.  This was stopping all icons from making it into the .ipa and messing up the resolution settings.
	also cleaned up the local staging directories.

Change 3231487 on 2016/12/12 by Brian.Zaugg

	Maintain aspect ratio when render target is clamped.

Change 3229050 on 2016/12/09 by Brian.Zaugg

	#ocn - Hotfix from CL 3218104.  Fixes code signing errors related to iCloud support.

Change 3225632 on 2016/12/07 by Brian.Zaugg

	New Chair Entertainment Group iOS Distribution certificate .p12.

Change 3224015 on 2016/12/06 by Brian.Zaugg

	#ocn - Hotfix from CL 3223546 fixes iOS audio crash after last merge from main.

Change 3221665 on 2016/12/05 by James.Brinkerhoff

	Merging hotfixes from //UE4/Ocean-Staging to //Ocean/Main
	Hotfix from CL 3216832 for non-unity build failures
	Hotfix from CL 3217564 for fixing the FixDylib script being run on too many modules. Mac build farm is oversaturated right now.

Change 3217759 on 2016/12/01 by James.Brinkerhoff

	Merging //UE4/Ocean-Staging to //Ocean/Main @ 3215855

Change 3214085 on 2016/11/29 by Casey.Spencer

	Removed logic in K2Node_BaseAsyncTask that excluded properties defined on super classes. Check with engine team prior to making change.

[CL 3359832 by James Brinkerhoff in Main branch]
2017-03-23 02:04:59 -04:00
Marcus Wassmer
10d2327e64 Fixing vertex factory crash on Mac
#lockdown nick.penwarden

[CL 3359451 by Marcus Wassmer in Main branch]
2017-03-22 18:04:34 -04:00
Marcus Wassmer
2826204161 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none

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

Change 3244756 on 2017/01/03 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3248667 on 2017/01/05 by Olaf.Piesche

	Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure

	#jira UE-40160

Change 3249324 on 2017/01/06 by Marcus.Wassmer

	Resave with an actual version to stop cook warning

Change 3249611 on 2017/01/06 by Marcus.Wassmer

	Just remove warning-causing niagara data for now.

Change 3308052 on 2017/02/16 by Rolando.Caloca

	DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute

Change 3308109 on 2017/02/16 by Rolando.Caloca

	DR - Upgrade glslang to 1.0.39.1

Change 3308111 on 2017/02/16 by Rolando.Caloca

	DR - Update Vulkan distribution to 1.0.39.1

Change 3308153 on 2017/02/16 by Rolando.Caloca

	DR - Updated glslang libs

Change 3308842 on 2017/02/17 by Rolando.Caloca

	DR - Fixed copy/paste

Change 3310007 on 2017/02/17 by Chris.Bunner

	Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.

	#jira UE-37792

Change 3310154 on 2017/02/17 by Chris.Bunner

	Assert when attempting to add a custom material attribute already in the base attributes list.

Change 3310155 on 2017/02/17 by Chris.Bunner

	PR #3231: Validate material index before accessing (Contributed by projectgheist)

	#jira UE-41774, UE-41788

Change 3310162 on 2017/02/17 by Chris.Bunner

	PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)

	#jira UE-41823, UE-41950

Change 3310176 on 2017/02/17 by Chris.Bunner

	Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
	Update to AGS 5.0.5.
	Partial code tidy up.

Change 3310187 on 2017/02/17 by Chris.Bunner

	Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.

	#jira UE-41594

Change 3310215 on 2017/02/17 by Chris.Bunner

	Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
	More descriptive error for missing Cubemap UV input on TextureSample material node .

	#jira UE-33098

Change 3310838 on 2017/02/18 by Joe.Graf

	Moved some private functions to public for a licensee

	#CodeReview: matt.kuhlenschmidt
	#rb: n/a

Change 3311876 on 2017/02/20 by Rolando.Caloca

	DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB

	#jira UE-42014

Change 3314139 on 2017/02/21 by Rolando.Caloca

	DR - Minor cleanup pass
	- Remove FVulkanPendingState
	- Renamed some classes for clarity
	- Hoist pending UAVs for flush out to pending compute state

Change 3314642 on 2017/02/21 by Rolando.Caloca

	DR - Some more renaming

Change 3315431 on 2017/02/21 by Ben.Salem

	Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.

	#tests Ran showdown demo several times

Change 3316710 on 2017/02/22 by Rolando.Caloca

	DR - hlslcc - Fix refract intrinsic

Change 3316718 on 2017/02/22 by Rolando.Caloca

	DR - hlslcc - Built libs to pick up change from 3316710 - refract fix

Change 3316820 on 2017/02/22 by Benjamin.Hyder

	updating Tm-TrigNodes map

Change 3317192 on 2017/02/22 by Benjamin.Hyder

	Updating QA-Decals map

Change 3317528 on 2017/02/22 by Benjamin.Hyder

	Updating QA-Decals map

Change 3317639 on 2017/02/22 by Benjamin.Hyder

	Updating Decal on Complex Mesh example in QA-Decals

Change 3317764 on 2017/02/22 by Benjamin.Hyder

	Final updates to QA-Decals

Change 3318319 on 2017/02/22 by Rolando.Caloca

	DR - minor reorg/rename

Change 3318379 on 2017/02/22 by Rolando.Caloca

	DR - more cleanup

Change 3321181 on 2017/02/24 by Rolando.Caloca

	DR - Fix GL bug

Change 3321247 on 2017/02/24 by Rolando.Caloca

	DR - Fix misc bugs

Change 3321898 on 2017/02/24 by Chris.Bunner

	Only issue clear TLV dispatch if required.

	#jira UERNDR-193

Change 3321904 on 2017/02/24 by Chris.Bunner

	Added comment for potential future optimization.

Change 3322013 on 2017/02/24 by Uriel.Doyon

	Fixed separate translucency being affected by Gaussian DOF
	#jira UE-40489

Change 3322517 on 2017/02/24 by Uriel.Doyon

	Fixed issue with InvestigateTexture command removing budget limit.
	Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
	#jira UE-40485

Change 3323470 on 2017/02/27 by Chad.Garyet

	Removing DDC job from dev-rendering

Change 3323479 on 2017/02/27 by Chad.Garyet

	Removing RDU agent type

Change 3323519 on 2017/02/27 by Chad.Garyet

	removing NCL/LHR/SEA agent types to clean up space

Change 3323639 on 2017/02/27 by Benjamin.Hyder

	More updates to QA-Decals

Change 3324207 on 2017/02/27 by Uriel.Doyon

	Fixed typo ScaleTexturesByGlobalMyBias ->  ScaleTexturesByGlobalMipBias
	Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef

Change 3324396 on 2017/02/27 by Uriel.Doyon

	Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
	#jira UE-40485

Change 3325227 on 2017/02/28 by Chris.Bunner

	Fix-up AMD AGS libs.

Change 3325566 on 2017/02/28 by Uriel.Doyon

	Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num

Change 3326009 on 2017/02/28 by Uriel.Doyon

	Better fix for 3325566, as the previous fix would ignore the material instance overrides.

Change 3327058 on 2017/03/01 by Benjamin.Hyder

	Preparing TM_Shadermodels map for automation

Change 3328222 on 2017/03/01 by Chris.Bunner

	Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.

	#jira UE-42449, UE-42446

Change 3329848 on 2017/03/02 by Uriel.Doyon

	Added some extra logs to help track UE-42168

Change 3329977 on 2017/03/02 by Rolando.Caloca

	DR - Fix bad clear value

Change 3330008 on 2017/03/02 by Benjamin.Hyder

	More preparations for QA-Decals automation

Change 3330754 on 2017/03/02 by Daniel.Wright

	Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything

Change 3331451 on 2017/03/03 by Marc.Olano

	Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal

Change 3331839 on 2017/03/03 by Rolando.Caloca

	DR - hlslcc - add missing file to project

Change 3332247 on 2017/03/03 by Rolando.Caloca

	DR - Fix for integrated intel
	PR #3305
	#jira UE-42393

Change 3332259 on 2017/03/03 by Rolando.Caloca

	DR - Fix bad index into pixel formats
	PR #3237
	#jira UE-41855

Change 3332305 on 2017/03/03 by Rolando.Caloca

	DR - OpenGL SRV for index buffers
	PR #3271
	#jira UE-32618

Change 3332313 on 2017/03/03 by Rolando.Caloca

	DR - Fix for integrated intel (properly)
	PR #3305
	#jira UE-42393

Change 3332317 on 2017/03/03 by Rolando.Caloca

	DR - OpenGL SRV for index buffers (properly)
	PR #3271
	#jira UE-32618

Change 3332368 on 2017/03/03 by Rolando.Caloca

	DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan

Change 3333690 on 2017/03/06 by Daniel.Wright

	[Copy] Changing movable skylight properties no longer affects static draw lists

Change 3333693 on 2017/03/06 by Daniel.Wright

	[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations

Change 3333705 on 2017/03/06 by Daniel.Wright

	[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
	* 8 bit uses half memory but introduces error for thin surfaces or large meshes.

Change 3333721 on 2017/03/06 by David.Hill

	DecalProxy:
	Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread.  This avoids  pointer chasing to the UDecalComponent (game thread component).

Change 3333772 on 2017/03/06 by Daniel.Wright

	[Copy] Scene motion blur data is only updated for the main renderer frames.  Fixes scene captures and planar reflections breaking object motion blur.

Change 3333790 on 2017/03/06 by Daniel.Wright

	[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
	* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging

Change 3333822 on 2017/03/06 by Daniel.Wright

	[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
	* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up

Change 3333827 on 2017/03/06 by Daniel.Wright

	[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average

Change 3333828 on 2017/03/06 by Daniel.Wright

	[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low

Change 3333831 on 2017/03/06 by Daniel.Wright

	Non-editor compile fix

Change 3333836 on 2017/03/06 by Daniel.Wright

	[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes.  They now use a 2d tiling mode which avoids the bloat, saving 96Mb.

Change 3333843 on 2017/03/06 by Daniel.Wright

	[Copy] Added OcclusionExponent to skylight component
	* Useful for brightening up indoors without losing contact shadows as MinOcclusion does

Change 3333845 on 2017/03/06 by Daniel.Wright

	[Copy] Capsule shadow BP functions

Change 3333850 on 2017/03/06 by Daniel.Wright

	[Copy] Added OcclusionCombineMode to skylight component

Change 3333854 on 2017/03/06 by Daniel.Wright

	[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu

Change 3333857 on 2017/03/06 by Daniel.Wright

	[Copy] Clear light attenuation for local lights with a quad covering their screen extents
	* Clearing the entire light attenuation buffer costs .1ms on PS4.  This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
	* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4

Change 3333860 on 2017/03/06 by Daniel.Wright

	[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory

Change 3333861 on 2017/03/06 by Daniel.Wright

	[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas

Change 3333869 on 2017/03/06 by Daniel.Wright

	[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
	* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
	* Lights have a VolumetricScatteringIntensity
	* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
	* Lighting features supported:
	   * Directional light with CSM and a light function
	   * Point / spot lights without shadows / light functions / IES profiles
	   * Skylight with occlusion from distance fields
	* Analytical height fog covers the view range past where the volumetric fog ends
	* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
	* Translucency integrates properly into volumetric fog
	* Height fog StartDistance is not supported by volumetric fog and should be set to 0.

Change 3333894 on 2017/03/06 by Daniel.Wright

	[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering

Change 3333902 on 2017/03/06 by Daniel.Wright

	[Copy] Better handling of volumetric fog enabled with distance of 0

Change 3333903 on 2017/03/06 by Daniel.Wright

	[Copy] Fixed volumetric fog trying to render light functions for a point light

Change 3333908 on 2017/03/06 by Daniel.Wright

	[Copy] Volumetric materials
	* Added new material domain Volume, which can output Scattering, Absorption and Emissive.  All properties are in world space densities.
	* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
	* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
	* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely

Change 3334134 on 2017/03/06 by Daniel.Wright

	[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.

Change 3334420 on 2017/03/06 by Daniel.Wright

	Fixed RTDF shadows

Change 3335467 on 2017/03/07 by Benjamin.Hyder

	Initial submission of QA-Decals map to EngineTest

Change 3335556 on 2017/03/07 by Daniel.Wright

	Changed mesh distance field default format back to R16f

Change 3338020 on 2017/03/08 by Daniel.Wright

	Disable volumetric fog in vertex shaders for feature levels which don't support it

Change 3339394 on 2017/03/09 by Chris.Bunner

	Correctly handle material texture translation error edge case.

	#jira UE-42579, UE-42670

Change 3339992 on 2017/03/09 by Daniel.Wright

	Only compile volumetric fog shaders on supporting platforms

Change 3341858 on 2017/03/10 by Arne.Schober

	Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)

	#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite

Change 3342004 on 2017/03/10 by Arne.Schober

	Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
	Fix unity build

	#RB Marcus.Wassmer

Change 3343307 on 2017/03/13 by Marcus.Wassmer

	Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)

Change 3343732 on 2017/03/13 by Rolando.Caloca

	DR - Vulkan compute pipeline & refactor

Change 3344846 on 2017/03/14 by Rolando.Caloca

	DR - Android compile fixes

Change 3344883 on 2017/03/14 by Rolando.Caloca

	DR - Add missing stencil load/store to PSO initializer

Change 3344985 on 2017/03/14 by Rolando.Caloca

	DR - Made load/store actions uint8

Change 3345141 on 2017/03/14 by Rolando.Caloca

	DR - vk - Rework render pass hash

Change 3345304 on 2017/03/14 by Benjamin.Hyder

	Updating TM-Distancefields map to include TemplateFloor mesh

Change 3345387 on 2017/03/14 by Rolando.Caloca

	DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating

Change 3345388 on 2017/03/14 by Rolando.Caloca

	DR - Do not stall when creating shaders on Vulkan

Change 3345722 on 2017/03/14 by Chris.Bunner

	PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)

	#jira UE-42752

Change 3345723 on 2017/03/14 by Chris.Bunner

	Reduce log verbosity causing spamming during  landscape editing.

	#jira UE-42714

Change 3345725 on 2017/03/14 by Chris.Bunner

	[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.

Change 3345726 on 2017/03/14 by Chris.Bunner

	Typo fixes.

Change 3345732 on 2017/03/14 by Rolando.Caloca

	DR - Decouple vertex declaration off BSS

Change 3345746 on 2017/03/14 by Chris.Bunner

	Added sign() intrinsic material graph node and delisted material function workaround.

Change 3346042 on 2017/03/14 by Chris.Bunner

	Implement missing size query interface for FRenderTargetResources.

	#jira UE-41672

Change 3346387 on 2017/03/14 by Daniel.Wright

	[Copy] Added VolumetricScatteringIntensity to particle lights

Change 3346389 on 2017/03/14 by Daniel.Wright

	[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
	Disable volumetric fog when the fog show flag is disabled

Change 3346392 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed skylight being much too bright on volumetric fog

Change 3346406 on 2017/03/14 by Daniel.Wright

	[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
	* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite

Change 3346412 on 2017/03/14 by Daniel.Wright

	[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb

Change 3346414 on 2017/03/14 by Daniel.Wright

	[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb

Change 3346415 on 2017/03/14 by Daniel.Wright

	[Copy] Missing file from cl 3338451

Change 3346421 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
	* Volumetric fog converts NaNs to black now so they don't spread

Change 3346422 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed NaN in volumetric fog with low density values

Change 3346423 on 2017/03/14 by Daniel.Wright

	[Copy] Changed default VolumetricFogScatteringDistribution to .2

Change 3346430 on 2017/03/14 by Daniel.Wright

	[Copy] New translucent material option to compute fog per pixel instead of the default per vertex

Change 3346432 on 2017/03/14 by Daniel.Wright

	[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
	Fixed lifetimes of temporary Volumetric Fog render targets

Change 3346526 on 2017/03/14 by Daniel.Wright

	[Copy] Volumetric Fog supports point and spot light shadows
	* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
	* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
	* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing

Change 3347053 on 2017/03/15 by Rolando.Caloca

	DR - android compile fix

Change 3347384 on 2017/03/15 by Rolando.Caloca

	DR - Fix merge issue

Change 3347643 on 2017/03/15 by Marcus.Wassmer

	Fix some bugs with the 'disable stationary skylight ffor the project' feature.
	Fixes lighting in Persona on Paragon.

Change 3347979 on 2017/03/15 by Rolando.Caloca

	DR - Allow to automatically apply cached rendertargets to PSO initializer

Change 3348024 on 2017/03/15 by Rolando.Caloca

	DR - Remove NullPS on Vulkan to avoid deadlock

Change 3348303 on 2017/03/15 by Rolando.Caloca

	DR - Fix for debugging SCW with material SRT

Change 3348357 on 2017/03/15 by Marcus.Wassmer

	Fix stencildither and a stencilref bug that was probably breaking decals sometimes.

Change 3348549 on 2017/03/15 by Marcus.Wassmer

	Hopefully fix static analysis for potential nullptr access.

Change 3348614 on 2017/03/15 by Marcus.Wassmer

	Duplicate some switch changes to fix crash on launch.

Change 3349369 on 2017/03/16 by Gil.Gribb

	Fixed botched merge

Change 3349947 on 2017/03/16 by Rolando.Caloca

	DR - Fix for mismatched primitive type

Change 3349956 on 2017/03/16 by Benjamin.Hyder

	initial updates to TM-DistanceFields map

Change 3350151 on 2017/03/16 by Rolando.Caloca

	DR - Fix UT compile issue

Change 3350155 on 2017/03/16 by Rolando.Caloca

	DR - Catch mismatched primitive type on PSOs on D3D11

Change 3350192 on 2017/03/16 by Daniel.Wright

	Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor

Change 3350736 on 2017/03/16 by Daniel.Wright

	Fixed formatting from merge

Change 3350881 on 2017/03/16 by Rolando.Caloca

	DR - Fix texture arrays as UAVs on Metal

Change 3350927 on 2017/03/16 by Rolando.Caloca

	DR - Fix warning

Change 3350935 on 2017/03/16 by Daniel.Wright

	Fix for materials with non-Surface domains being skipped in mesh passes

Change 3351583 on 2017/03/17 by Marcus.Wassmer

	Fix clang platforms

Change 3351917 on 2017/03/17 by Marcus.Wassmer

	Fix linux compile

Change 3351973 on 2017/03/17 by Marcus.Wassmer

	Fix mismatched rendertargetformat

Change 3352038 on 2017/03/17 by Daniel.Wright

	Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing

Change 3352110 on 2017/03/17 by Marcus.Wassmer

	Fix missing RT PSO apply

Change 3352695 on 2017/03/17 by Arne.Schober

	DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
	#RB Rolando.Caloca

Change 3352960 on 2017/03/17 by Arne.Schober

	DR - Fix some things that slipped trough the PSO merge
	#RB none

Change 3353150 on 2017/03/18 by Rolando.Caloca

	DR - compile fix

Change 3353205 on 2017/03/18 by Arne.Schober

	DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode

	#RB none

Change 3353207 on 2017/03/18 by Arne.Schober

	DR - Fix Confusion

	#RB none

Change 3355183 on 2017/03/20 by Nick.Bullard

	Fixed up Content orginzation for Decals automation tests in EngineTest

Change 3355627 on 2017/03/20 by Arne.Schober

	DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.

Change 3356342 on 2017/03/21 by Marcus.Wassmer

	Fix clang errors

Change 3356591 on 2017/03/21 by Arne.Schober

	DR - Fix ensure message
	#RB none

Change 3356873 on 2017/03/21 by Arne.Schober

	DR - Fix comparission of undefined values in RendertargetApply Check

Change 3357261 on 2017/03/21 by Marcus.Wassmer

	Fix LinuxEditor compile

Change 3357294 on 2017/03/21 by Marcus.Wassmer

	Add missing SSE functions

Change 3357351 on 2017/03/21 by Frank.Fella

	Fix win32 and linux compiler errors

Change 3357370 on 2017/03/21 by Arne.Schober

	DR - disable ensure in test builds

	#RB Marcus.Wassmer

[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
Dmitriy Dyomin
79ff31d860 Fixed: Slate UI asset colors washed out on iOS
Replicated from 4.15 (3323187)
#jira UE-42361
#rb jack.porter
#lockdown nick.penwarden

[CL 3336784 by Dmitriy Dyomin in Main branch]
2017-03-07 22:01:12 -05:00
Marcus Wassmer
e09c81f59e Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3304653)
#lockdown Nick.Penwarden
#rb none

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

Change 3288774 on 2017/02/06 by Ben.Salem

	Added in min/max/avg values to table. Allow us to also set which stat groups we use explicitly to massively cut down on plugin overhead.
	#tests Several tests passes taken on ShooterGame.

Change 3289887 on 2017/02/07 by David.Hill

	Eye Adaptation:  Fix basic mode.
	The last step of the basic eye adaptation needs to know the correct down-sampled viewport size
	#jira: UE-29491

Change 3290281 on 2017/02/07 by Chris.Bunner

	Account for LogToLin approximation value offseting.

Change 3290282 on 2017/02/07 by Chris.Bunner

	Fixed missing 2000 nit branch in tonemapper.

Change 3290331 on 2017/02/07 by Chris.Bunner

	Minor optimization for BlendMaterialAttributes node compilation.

Change 3291140 on 2017/02/07 by Daniel.Wright

	Fixed distance field temporal filter using Point filtering
	* Fixed the manual bilinear filter in the high quality reprojection path, still doesn't solve the streaking artifacts though

Change 3292060 on 2017/02/08 by Rolando.Caloca

	DR - Some enums for max/num bits on RHI definitions

Change 3292213 on 2017/02/08 by Benjamin.Hyder

	Updating TM-DistanceFields map in QAGame

Change 3292291 on 2017/02/08 by Benjamin.Hyder

	small tweaks to TM-DistanceFields

Change 3292399 on 2017/02/08 by Chris.Bunner

	Minor fix to HDR format type check.

Change 3293560 on 2017/02/08 by Rolando.Caloca

	DR - vk - Events

Change 3293562 on 2017/02/08 by Rolando.Caloca

	DR - vk - Disambiguate class name

Change 3295346 on 2017/02/09 by Rolando.Caloca

	DR - Duplicate fix from 3295320

Change 3296930 on 2017/02/10 by Chris.Bunner

	Search keywords for pre-skinned position/normal nodes.

Change 3297162 on 2017/02/10 by Daniel.Wright

	Distance field temporal filter stores a confidence value, which is used to track leaking of occlusion during the upsample, and flush those leaked values through the history faster.  Reduces DFAO ghosting when the camera is moving.

Change 3297345 on 2017/02/10 by Daniel.Wright

	Added 'r.CompressMeshDistanceFields' to rendering project settings, defaults to off to prevent hitches when streaming in levels

Change 3297371 on 2017/02/10 by Chris.Bunner

	Custom vertex interpolator in/out node with auto-packing - Function support. Unified UV/CVI interpolator arrays for mixed custom UV support.

Change 3298013 on 2017/02/10 by Daniel.Wright

	Ray Traced Distance Field shadowing is overlapped with the shadow depth pass, controlled by r.DFShadowAsyncCompute.
	* Didn't save any GPU time on PS4, so currently disabled until further investigation.
	* This change breaks RTDF shadows in splitscreen / stereo

Change 3300028 on 2017/02/13 by Ben.Salem

	Adding GPU/Render/Game thread timers by default. Remove pointless flavor whitelisting on the plugin. Add sample usage in ShooterGame.ini config.
	#tests Ran half a dozen perf passes, and preflighted my changes in EC

Change 3301571 on 2017/02/14 by Joe.Graf

	Deleted this plugin since it is no longer needed as an example

Change 3301882 on 2017/02/14 by Daniel.Wright

	Fixed DistanceFieldAOConfidenceHistoryRT not getting released on RT

Change 3304283 on 2017/02/15 by Daniel.Wright

	Variable shadowing fix

Change 3304653 on 2017/02/15 by Ben.Salem

	Fix thread safety issues in Performance Monitor - deal with floating point bug in determining when to record frames.
	#tests Preflighted changes several times, ran several runs on Showdown

[CL 3307957 by Marcus Wassmer in Main branch]
2017-02-16 17:52:21 -05:00
Matthew Griffin
acbdfe29a6 Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none

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

Change 3278667 on 2017/01/31 by Chris.Wood

	Added extra context to crash analytics and crash reports in the Editor.
	[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)

	When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.

	Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.

	#jira UE-41306

Change 3278637 on 2017/01/30 by Dmitriy.Dyomin

	Fixed: iOS Device displays textures darker than in Editor
	#jira UE-41298

Change 3278566 on 2017/01/30 by Jack.Porter

	Fix #WITH_EDITOR in InstancedStaticMesh.cpp
	#jira UE-41292

Change 3278195 on 2017/01/30 by Alexis.Matte

	Fix the re-import skeletal mesh regression, where all material disapear.
	#jira UE-41294

Change 3278173 on 2017/01/30 by Frank.Fella

	PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.

	#Jira UE-40779

Change 3278156 on 2017/01/30 by Josh.Adams

	- Adding the missed #include line for IsWindowsServer()
	#jira UE-41304

Change 3278088 on 2017/01/30 by Mike.Beach

	Mirroring CL 3249423 from Dev-BP.

	Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).

	#jira OR-34038

Change 3278036 on 2017/01/30 by Mike.Beach

	Mirroring CL 3277671 from Dev-BP.

	Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).

	#jira UE-41188, UE-41189, UE-41186, UE-41037

Change 3277974 on 2017/01/30 by Josh.Adams

	- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
	#jira UE-41080

Change 3277951 on 2017/01/30 by Ori.Cohen

	Fix access violation in physx.

	#JIRA ODIN-5199

Change 3277773 on 2017/01/30 by Jamie.Dale

	Fixing crash that could occur with null meta-data

	#jira UE-41271

Change 3277549 on 2017/01/30 by Max.Chen

	Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.

	#jira UE-41009

Change 3277510 on 2017/01/30 by Jamie.Dale

	Fixed localization sometimes having incorrect keys in cooked builds

	Merged CL# 3276233 and CL# 3277273.

	#jira UE-41271

Change 3277500 on 2017/01/30 by Michael.Trepka

	Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3

	#jira UE-41225

Change 3277421 on 2017/01/30 by Arciel.Rekman

	TestPAL: delete unused test (UE-36984)

	#jira UE-36984

	(Edigrating CL 3267568 from Dev-Platform to Release-4.15)

Change 3277410 on 2017/01/30 by Jeff.Fisher

	UE-41152 more non-unity include fixes.
	-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
	#jira UE-41152

Change 3277230 on 2017/01/30 by Jack.Porter

	Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
	#jira UE-39884

Change 3277178 on 2017/01/30 by Allan.Bentham

	enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
	#jira UE-41253

Change 3277134 on 2017/01/30 by Matthew.Griffin

	Fixed NonUnity compile issues

Change 3276503 on 2017/01/28 by Jeff.Fisher

	UE-41152 more non-unity include fixes.
	#jira UE-41152

Change 3276452 on 2017/01/28 by Max.Chen

	Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.

	#jira UE-41009

Change 3276130 on 2017/01/27 by Phillip.Kavan

	[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.

	- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).

	#jira UE-40894

Change 3276013 on 2017/01/27 by Lina.Halper

	- fix issue with additive pose preview applying twice

	#jira: UE-41216
	#code review:Thomas.Sarkanen

Change 3275990 on 2017/01/27 by Mitchell.Wilson

	Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
	#jira UE-40736

Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt

	Fixed missing slate style assets log warning

	#jira UE-41148

Change 3275805 on 2017/01/27 by Ori.Cohen

	Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).

	#JIRA UE-37270

Change 3275797 on 2017/01/27 by Shaun.Kime

	In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.

	#jira OR-34919

Change 3275681 on 2017/01/27 by Lina.Halper

	Dupe change of CL 3273803, 3274129, 3274700

	#jira: UE-41163
	#code review:Daniel.Wright, Martin.Wilson

Change 3275624 on 2017/01/27 by Benn.Gallagher

	Fixed crash when creating destructible meshes from static meshes with null material interface entries
	#jira UE-38998

Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt

	Fix crash when a kdop collision generation fails and there are existing collision meshes selected.  We no longer clear out unrelated collision primitives when kdop generation fails.

	#jira UE-41220

Change 3275545 on 2017/01/27 by Chris.Bunner

	Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
	#jira UE-40482

Change 3275522 on 2017/01/27 by Max.Chen

	Sequencer: Call modify before setting row indices

	#jira UE-40682

Change 3275518 on 2017/01/27 by Max.Chen

	Sequencer: Switch to static pointer to fix crash when tearing down curve editor.

	#jira UE-41105

Change 3275475 on 2017/01/27 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	-Fixing non-unity missing includes.
	#jira UE-41152

Change 3275387 on 2017/01/27 by Steve.Robb

	Prevent engine reinstancing on hot reload.
	Copied from CL# 3265490.

	#jira UE-40765

Change 3275279 on 2017/01/27 by Josh.Adams

	- Redoing change 3274305 in 4.15
	#jira UE-40451

Change 3275233 on 2017/01/27 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix share play initialization logic.

	#jira UE-41209

Change 3275227 on 2017/01/27 by Alex.Delesky

	Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

	#jira UE-40791

Change 3275057 on 2017/01/27 by Peter.Sauerbrei

	fix for crash after changing the metal shader version
	#jira ue-41183

Change 3275031 on 2017/01/27 by Matthew.Griffin

	Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.

Change 3275005 on 2017/01/27 by Matthew.Griffin

	Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
	Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
	Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear

Change 3274828 on 2017/01/27 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	-Fixing non-unity missing include.
	#jira UE-41152

Change 3274799 on 2017/01/27 by Arciel.Rekman

	Fix for installed Linux cross-toolchain (UE-40392).

	- Pull request #3111 contributed by rubu.

	#jira UE-40392

Change 3274756 on 2017/01/27 by Max.Chen

	Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.

	#jira UE-41010

Change 3274755 on 2017/01/27 by Max.Chen

	Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.

	#jira UE-41019

Change 3274597 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	-Fixing monolithic include warning.
	#jira UE-41152

Change 3274564 on 2017/01/26 by Mike.Beach

	Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).

	#jira UE-41073

Change 3274535 on 2017/01/26 by Mike.Beach

	Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).

	#jira UE-41190

Change 3274512 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	Merging cl 3255506 Copyright update for google
	-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
	-just incrementing the year

	//depot/Partners/Google/AndroidVR-DevVR/Engine/...
	to //UE4/Release-4.15/Engine/...

	#jira UE-41152
	#review-3273588

Change 3274511 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.

	//depot/Partners/Google/AndroidVR-DevVR/Engine/...
	to //UE4/Release-4.15/Engine/...

	#jira UE-41152
	#review-3273586

Change 3274510 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	Merging cl 3243494 Update GoogleVR plugin to v1.2.
	-Upgrade GVR NDK to 1.10.0
	-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
	-Make the GoogleVRSplash rendered with depth.
	-Add built in arm model support in GoogleVR controller plugin.
	-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
	-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
	-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)

	//depot/Partners/Google/AndroidVR-DevVR/Engine/...
	to //UE4/Release-4.15/Engine/...

	#jira UE-41152
	#review-3273585

Change 3274509 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
	-The plugin works for both daydream and normal Android application.
	-For Daydream app, it need to work with GoogleVRTransition2D plugin.

	//depot/Partners/Google/AndroidVR-DevVR/Engine/...
	to //UE4/Release-4.15/Engine/...

	#jira UE-41152
	#review-3273583

Change 3274485 on 2017/01/26 by Chris.Babcock

	Fix handling of numbers in textedit (allow decimals)
	#jira UE-41198
	#ue4
	#android

Change 3274457 on 2017/01/26 by Mike.Beach

	Fix to CIS warning (fallout from CL 3274362)

	#jira UE-41072, UE-41071, UE-41070

Change 3274445 on 2017/01/26 by Arciel.Rekman

	Proper fix for deploying to Linux (UE-40023).

	- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.

	#jira UE-40023

Change 3274428 on 2017/01/26 by Brian.Karis

	Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.

	#jira UE-41138

Change 3274362 on 2017/01/26 by Mike.Beach

	Restructuring how we apply individual (exclusive) Blueprint nativization flags...

	  1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
	  2. Now applying nativization flag to authoritative config for all dependencies on save
	  3. Flagging new dependencies (parent or interface) as needing nativization (when required)
	  4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit

	#jira UE-41072, UE-41071, UE-41070

Change 3274349 on 2017/01/26 by Yannick.Lange

	VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
	#jira UE-40070

Change 3274301 on 2017/01/26 by Chris.Bunner

	Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
	#jira UE-41193

Change 3274254 on 2017/01/26 by Ryan.Gerleve

	Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.

	#jira UE-39911

Change 3274121 on 2017/01/26 by Josh.Adams

	- Fixed build error with landscape gizmo
	#jira UE-41177

Change 3274114 on 2017/01/26 by Dan.Oconnor

	Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
	#jira UE-40121

Change 3273971 on 2017/01/26 by Chris.Bunner

	Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
	#jira UE-39754

Change 3273842 on 2017/01/26 by Daniel.Wright

	Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost.  Allows shader complexity in forward to sortof match deferred.
	#jira UE-41167

Change 3273750 on 2017/01/26 by Jeff.Fisher

	UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
	-Fixing build break for Ocean.  Maybe they are using an older compiler?
	#jira UE-31137

Change 3273602 on 2017/01/26 by Michael.Trepka

	Fix for UE-41146

	#jira UE-41146

Change 3273506 on 2017/01/26 by Maciej.Mroz

	#jira ODIN-4991,  UE-41035
	merged cl3273497 from Dev-Blueprints branch

	Nativization:
	EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.

Change 3273464 on 2017/01/26 by Mitchell.Wilson

	Resaving asset to resolve warning.
	#jira UE-41008

Change 3273413 on 2017/01/26 by Marc.Audy

	Fix crash when audio device fails to initialize
	#author Andrew.Grant
	#jira UE-41143

Change 3273391 on 2017/01/26 by Jack.Porter

	Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
	#jira UE-40480

Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt

	Resetting the preview on a material  now properly clears the thumbnail which could have a   stale references that was impossible to fix.

	Fixed on asset exibiting this problem

	#jira UE-40300

Change 3273243 on 2017/01/26 by Jamie.Dale

	Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15

	#jira UE-41130

Change 3273235 on 2017/01/26 by Graeme.Thornton

	Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances

	#jira UE-37815

Change 3273225 on 2017/01/26 by Ben.Cosh

	This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
	#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
	#Proj Engine

Change 3273224 on 2017/01/26 by Josh.Stoddard

	Increment FDerivedDataPhysXCooker to force recook of PhysX data
	#jira UE-39791#rb none #lockdown james.golding

Change 3273201 on 2017/01/26 by Jack.Porter

	Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
	#jira UE-41126

Change 3273122 on 2017/01/26 by Graeme.Thornton

	Added some extra log output for situations where a compressed block in an archive doesn't have a valid header

	#jira UE-38767

Change 3273116 on 2017/01/26 by Benn.Gallagher

	Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
	#jira UE-41112

Change 3273077 on 2017/01/26 by Thomas.Sarkanen

	Allowed LODs other than LOD0 to have screen sizes greater than 1

	#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1

Change 3273061 on 2017/01/26 by Matthew.Griffin

	Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache

Change 3272938 on 2017/01/25 by Arciel.Rekman

	Fix launch on a remote Linux machine (UE-38691).

	- Device id is now used to get target platform, so should match it exactly.

	#jira UE-38691

Change 3272816 on 2017/01/25 by Ben.Marsh

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

Change 3272590 on 2017/01/25 by Daniel.Wright

	Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler.  Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
	#jira UE-41099

Change 3272419 on 2017/01/25 by Arciel.Rekman

	Linux: fix remote deploying of a packaged build (UE-40023).

	#jira UE-40023

Change 3272355 on 2017/01/25 by Daniel.Wright

	Prevent a large shadow depth bias due to low resolution from causing near plane clipping
	#jira UE-40873

Change 3272196 on 2017/01/25 by tim.gautier

	Updating TM-UMG content for UI visibility

	#jira UE-29618

Change 3272114 on 2017/01/25 by Michael.Dupuis

	#jira UE-29817 : backout of CL from Dev-Editor fixing this jira

Change 3271953 on 2017/01/25 by Michael.Trepka

	Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.

	#jira UE-40956

Change 3271945 on 2017/01/25 by Olaf.Piesche

	Replicating CL 3271564

	#jira UE-40980
	#udn 325525

	Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.

Change 3271883 on 2017/01/25 by Daniel.Wright

	UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible.  Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
	#jira UE-40724

Change 3271686 on 2017/01/25 by Marc.Audy

	Properly fix line endings in all cases when installing a c++ feature pack
	#jira UE-40939

Change 3271631 on 2017/01/25 by Ryan.Gerleve

	In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
	Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.

	#jira UE-40524

Change 3271611 on 2017/01/25 by Allan.Bentham

	Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
	#jira UE-40927

Change 3271504 on 2017/01/25 by tim.gautier

	Updated default values of UMG_Behavior

	#jira UE-29618

Change 3271491 on 2017/01/25 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
	 - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
	 - Also bumped AT9 engine format to recook potentially broken audio data.

	#jira UE-40761

Change 3271428 on 2017/01/25 by Chris.Bunner

	Bug in previous CL.
	#jira UE-39953

Change 3271413 on 2017/01/25 by Lina.Halper

	#DUPEFIX of CL 3270776

	#jira: UE-41082

Change 3271403 on 2017/01/25 by tim.gautier

	Adjusted UMG_Blur intensity settings.

	#jira UE-29618

	# rb cristina.riveron

Change 3271300 on 2017/01/25 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
	 - Default thread affinity in the InitParams structure is 7 CPUs.
	 - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
	 - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.

	#jira UE-41079

Change 3271197 on 2017/01/25 by Andrew.Rodham

	Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
	  - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)

	#jira UE-40758

Change 3270386 on 2017/01/24 by tim.gautier

	Updated UMG_Blur to include second Low-Quality asset

	#jira UE-29618

Change 3270267 on 2017/01/24 by Arciel.Rekman

	Linux: fix not being able to run a packaged build (UE-37016, UE-39648).

	- Fixed expansion of paths with spaces in the bootstrap script.
	- Also increased the timeout since large projects can sometimes get killed on start.
	- Also killed spammy console output.

	#jira UE-37016

Change 3270203 on 2017/01/24 by Chris.Babcock

	Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
	#jira UE-41042
	#PR #3160
	#ue4
	#android

Change 3270037 on 2017/01/24 by tim.gautier

	Checking in UMG_Blur for UMG test coverage

	#jira UE-29618

Change 3269829 on 2017/01/24 by matt.barnes

	Adding content for Material Attribute testing

	#jira UE-29618

Change 3269700 on 2017/01/24 by Josh.Stoddard

	force relink of PhysX libs
	#jira UE-39791 #rb ori.cohen #lockdown james.golding

Change 3269621 on 2017/01/24 by Allan.Bentham

	Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
	#jira UE-41023

Change 3269503 on 2017/01/24 by Josh.Stoddard

	Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
	#jira UE-39791 #lockdown james.golding #rb josh.stoddard

Change 3269359 on 2017/01/24 by Jack.Porter

	Fix for Web browser widget crash on Android when packaged for Distribution
	#jira UE-39451

Change 3269316 on 2017/01/24 by Thomas.Sarkanen

	Fixed non-unity issues with last change for UE-40945

	#jira UE-40945 - Crash trying to import facial animations

Change 3269047 on 2017/01/23 by Yannick.Lange

	VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
	#jira UE-40070

Change 3268824 on 2017/01/23 by Rolando.Caloca

	UE4.15 - Fix for right eye showing black on VR
	#jira UE-40900

Change 3268752 on 2017/01/23 by Nick.Whiting

	Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.

	#jira UE-39304

Change 3268722 on 2017/01/23 by Olaf.Piesche

	Replicating 3256329

	#jira UE-38615

	Removing unnecessary assert that fires when exporting emitters.

Change 3268220 on 2017/01/23 by Nick.Whiting

	Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0.  When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time.  When 1, we use the call, and get some extra GPU performance.  However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components

	#jira UE-40570

Change 3268180 on 2017/01/23 by Marc.Audy

	PendingKill Actors will no longer register their components when the level is being loaded
	#jira UE-40505

Change 3268076 on 2017/01/23 by Matthew.Griffin

	Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
	#jira UE-40806

Change 3267997 on 2017/01/23 by Mitchell.Wilson

	Increased lightmap size on spheres in volumes example to resolve issue with lighting.
	Corrected misspelling in multiple examples and one UMG asset.
	#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819

Change 3267892 on 2017/01/23 by Mitchell.Wilson

	Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
	#jira UE-40300

Change 3267866 on 2017/01/23 by Thomas.Sarkanen

	Prevented crash when using Facial Animation importer

	Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.

	#jira UE-40945 - Crash trying to import facial animations

Change 3267834 on 2017/01/23 by Nick.Darnell

	An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.

	#jira UE-40313

Change 3267785 on 2017/01/23 by Marc.Audy

	Put proper line endings when modifying template files when installing feature pack
	#jira UE-40939

Change 3267761 on 2017/01/23 by Mitchell.Wilson

	Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
	#jira UE-40916

Change 3267632 on 2017/01/23 by Jurre.deBaare

	Marker syncs not working correctly in Blend Spaces
	#fix Ensure that SampleIndexWithMarkers is serialized
	#JIRA UE-40975

[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
Marcus Wassmer
05c8e44220 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3284600)
#lockdown Nick.Penwarden
#rb none

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

Change 3276199 on 2017/01/27 by Rolando.Caloca

	DR - Typo fixes

Change 3277152 on 2017/01/30 by Chris.Bunner

	Fixed typos in various engine material functions (contributed by Luos and KVogler).

Change 3277700 on 2017/01/30 by Olaf.Piesche

	#jira UE-38060 - inconsistent ribbon trails
	When advancing source particle index, make sure it's not already in use by another trail

Change 3278069 on 2017/01/30 by Daniel.Wright

	[Copy] Added LODDistanceFactor to SceneCaptureComponent
	* Can be used to make scene captures and planar reflections much cheaper to render if the scene has good LODs setup

Change 3278094 on 2017/01/30 by Daniel.Wright

	[Copy] Scene color resolves are restricted to the views.  Fixes inefficiency with adaptive pixel density where the views don't match the view family size.

Change 3278140 on 2017/01/30 by Daniel.Wright

	[Copy] When using a full prepass, the base pass no longer writes depth.
	* Saves .3ms of SceneDepthResolve on 970 GTX with MSAA.  Also allows masked materials to get EarlyZ in the base pass.
	* Fixed primitives with bUseAsOccluder=false being excluded from a full depth pass in static draw lists
	* Added 'r.BasePassWriteDepthEvenWithFullPrepass' for verifying that the base pass depths match the prepass depths

Change 3278166 on 2017/01/30 by Daniel.Wright

	[Copy] Quad overdraw viewmode works in the forward renderer

Change 3279100 on 2017/01/31 by Chris.Bunner

	CVar null checks.
	#jira UE-41096

Change 3279409 on 2017/01/31 by Rolando.Caloca

	DR - vk - Fix for validation

Change 3279624 on 2017/01/31 by Rolando.Caloca

	DR - Move defines out of cs into h
	#fyi Arne.Schober,Ben.Woodhouse

Change 3279895 on 2017/01/31 by Ben.Salem

	Modified PerformanceMonitor to take all of its config from defaultgame.ini
	#tests Ran several tests successfully.

Change 3279906 on 2017/01/31 by Ben.Salem

	Had a weird spurious declare in the config parsing function. Fixed it.
	#tests compiled.

Change 3280451 on 2017/01/31 by Arne.Schober

	Fix Dx12 in content examples where M_Light_Bulb_Glass taking a lot of resources (9 CBVs)

Change 3281592 on 2017/02/01 by Mark.Satterthwaite

	Update Metal SRV support to include structured-buffers which are now used by DistanceField rendering systems.

Change 3281850 on 2017/02/01 by Gil.Gribb

	Merging //UE4/Dev-Main to Dev-Rendering@3281582 (//UE4/Dev-Rendering)

Change 3282353 on 2017/02/01 by Benjamin.Hyder

	built lighting for QA-LightsStatic

Change 3282549 on 2017/02/01 by Arne.Schober

	Fix DX12 crash on SkinMaterial

Change 3282637 on 2017/02/02 by Marcus.Wassmer

	Probably fix non-unity build

Change 3283125 on 2017/02/02 by Marcus.Wassmer

	Fix linux case sensitivity.

[CL 3284689 by Marcus Wassmer in Main branch]
2017-02-02 21:54:05 -05:00
Matt Kuhlenschmidt
b7723933a6 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756)
#lockdown Nick.Penwarden
#rb none

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

Change 3229490 on 2016/12/09 by Cody.Albert

	Integrated fix to support named changelists in SVN

Change 3229574 on 2016/12/09 by Simon.Tourangeau

	Fix actor mobility getting changed on scene reimport

	#jira UE-39102

Change 3229692 on 2016/12/09 by Cody.Albert

	Fixing an XML Parser assert when parsing a root tag that completes on the same line.

	#jira UE-30393

Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt

	PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut)

Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt

	Eliminate editor sounds that play when  you PIE, simulate or possess the player.  They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load.

Change 3231475 on 2016/12/12 by Alex.Delesky

	#jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100.

Change 3231476 on 2016/12/12 by Alex.Delesky

	#jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once.

Change 3231477 on 2016/12/12 by Alex.Delesky

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3231479 on 2016/12/12 by Alex.Delesky

	#jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown.

Change 3231480 on 2016/12/12 by Alex.Delesky

	#jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file

Change 3231508 on 2016/12/12 by Alex.Delesky

	Removing todo comment

	#jira none

Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt

	Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes
	Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates

Change 3231618 on 2016/12/12 by Alex.Delesky

	#jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value.

Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt

	Add RF_Transactional to the list of default flags for creating or importing new assets.  All should be transactional by default

Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt

	Brighten up the output log by default

Change 3231648 on 2016/12/12 by Alex.Delesky

	#jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot.

Change 3231666 on 2016/12/12 by Alex.Delesky

	#jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets.

Change 3231674 on 2016/12/12 by Alex.Delesky

	#jira UE-37106 - When using or simulating touch for Widget Components, the hover/clicked state will now be accurately determined rather than showing hover on initial touch.

Change 3231745 on 2016/12/12 by Alex.Delesky

	Back out changelist 3231477 to fix build error C2259

Change 3232417 on 2016/12/13 by Simon.Tourangeau

	Add the following attributes to the Editor.Usage.FBX.Import EngineAnalytics event
	- FBX Version
	- Filename Hash
	- Import Type

	#jira UE-37453

Change 3232477 on 2016/12/13 by Michael.Dupuis

	#jira UE-39675 : There was an issue when the Neutral Value == the Min or Max value, so we simply prevent using the concept of neutral value if min or max == neutral as it mean you only want a log on one side.

Change 3232571 on 2016/12/13 by Alex.Delesky

	Back out changelist 3231745

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3232675 on 2016/12/13 by Alexis.Matte

	Fix a crash when reordering material with a fbx containing unused materials, add a fbx automation test to prevent similar issue.
	#jira UE-39692

Change 3232975 on 2016/12/13 by Alex.Delesky

	Fix to build error C2259 for the IPluginWizardDefinition API change.

Change 3233146 on 2016/12/13 by Michael.Dupuis

	#jira UE-38766 : Added eye dropper to select flatten height
	Fixed a rounding errors resulting in not flattening to the specified height
	Fixed a rounding error resulting in LandscapeDataAccess::GetTexHeight not always returning the appropriate value

Change 3233153 on 2016/12/13 by Alexis.Matte

	We cannot anymore change the instance override materials array topology, the topology is limited by the mesh materials array
	#jira UE-38827

Change 3234406 on 2016/12/14 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3234485 on 2016/12/14 by Michael.Dupuis

	tentative build fix for Mac

Change 3234495 on 2016/12/14 by Matt.Kuhlenschmidt

	Made a setting to control if PIE enter and exit sounds are played.  Off by default

Change 3236709 on 2016/12/15 by Simon.Tourangeau

	Fix camera export rotation offset

	#jira UE-34692
	#jira UE-39740

Change 3236782 on 2016/12/15 by Jamie.Dale

	Fixed EmitTermExpr failing to use the correct package ID

	FBPTerminal::Source used to be set to the pin, however when pins were moved away from being UObjects, FBPTerminal::SourcePin was added and FBPTerminal::Source is typically null.

Change 3236853 on 2016/12/15 by Alexis.Matte

	Fix the serialization of the staticmesh property FMeshSectionInfoMap

Change 3236890 on 2016/12/15 by Matt.Kuhlenschmidt

	Remove old define

Change 3239328 on 2016/12/18 by Richard.TalbotWatkin

	Fixed Focus Viewport action in Static Mesh Viewport. Problem was that the conversion to Orbit Camera for storing the camera position was trashing the desired position during cvamera transitions.  Orbit camera position is now only stored at the end of a transition.
	#jira UE-39825 - Key "F" for Focus acts Sporadically in the Static Mesh Editor Viewport

Change 3239660 on 2016/12/19 by Alex.Delesky

	#jira UE-38968, UE-36826 - Components attached to actors can now be directly scaled to negative values using the transform gizmo for that component.

Change 3239662 on 2016/12/19 by Alex.Delesky

	#jira UE-39007 - The data table row editor now contains a Reset to Default control.

Change 3239663 on 2016/12/19 by Alex.Delesky

	#jira UE-39698 - Importing CSV files will now show the name of the file in the import dialog.

Change 3240696 on 2016/12/20 by Michael.Dupuis

	#jira UETOOL-1009:
	Added paddiing to columns view
	Added auto resize of column when double clicking on splitter handle in the header
	Remove right number alignment after discussion with Matt K.

Change 3240758 on 2016/12/20 by Michael.Dupuis

	added missing non abstract implementation

Change 3240782 on 2016/12/20 by Michael.Dupuis

	Added missing documentation for content browser column auto resizing

Change 3240817 on 2016/12/20 by Alex.Delesky

	#jira UE-38940 - Copying a Material-Custom node with a tab character should now correctly render the tab.

Change 3240834 on 2016/12/20 by Michael.Dupuis

	tentative fix for build error

Change 3240984 on 2016/12/20 by Michael.Dupuis

	Removed unnecessary functions

Change 3241174 on 2016/12/20 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3241966 on 2016/12/21 by Chris.Wood

	Fixed Typo and changed execution order in "ComboBoxString" Component
	[UE-38994] - GitHub 2971 : Fixed Typo and changed execution order in "ComboBoxString" Component

	PR #2971: Fixed Typo and changed execution order in "ComboBoxString" Component (Contributed by eXifreXi)
	#github https://github.com/EpicGames/UnrealEngine/pull/2971

Change 3242126 on 2016/12/21 by Alexis.Matte

	Back out changelist 3236853
	We have to back out this change list because the change was implement in the 4.15 release branch and the EditorObjectVersion.h change is now implement in the ReleaseObjectVersion.h.

Change 3244492 on 2017/01/02 by Jamie.Dale

	Improved error message

Change 3244545 on 2017/01/02 by Nick.Darnell

	Navigation - Making it so we don't attempt to load HotReload during shutdown, we only access it if it's still loaded.

Change 3244549 on 2017/01/02 by Nick.Darnell

	Slate - Implementing custom hardware cursor loading across Windows, Mac and Linux and supports loading cursors from PAK files.  All platforms support loading PNGs through the FHardwareCursor interface.  Some platforms support additional formats, for multiresolution support, but there's a naming convention that can be used on PNGs for the same capability.  All of it is documented in the FHardwareCursor header.  The platform layer for ICursor, now has support for replacing cursor shapes as an override, and can be reset safely.

	The FHardwareCursor supports loading cursors from raw pixel buffers as well, the plan is to allow for the option to UTextures to also be used for hardware cursors.

	Now users through C++ can load and replace the hardware cursors with custom ones of their own,

	e.g. FSlateApplication::Get().RegisterCursor(EMouseCursor::Default, MakeShareable(new FHardwareCursor(FPaths::GameContentDir() / "Slate/FancyPointer", FIntPoint(0,0))));

	The next step is to expose a game friendly layer that supports caching cursors, and letting users change them out by name, without a bunch of destruction of OS resources.

Change 3244845 on 2017/01/03 by Jamie.Dale

	Fixing typo

	#jira UE-39920

Change 3244903 on 2017/01/03 by Jamie.Dale

	PR #3044: fix link error when FAssetData::PrintAssetData() is used in project (Contributed by kayama-shift)

Change 3245125 on 2017/01/03 by Alexis.Matte

	Put back the dev-editor version because there was some data create before we back it out

Change 3246106 on 2017/01/04 by Chris.Wood

	Removed broken CrashReportReciever pre-upload phase from CrashReportClient.
	[UE-40153] - CrashReportClient fails when used in legacy mode with a CrashReportReciever

Change 3246251 on 2017/01/04 by Alex.Delesky

	#jira UE-39869 - Moving an asset before saving it and then hitting Save All from the file menu will no longer save the asset in its original location.

Change 3246252 on 2017/01/04 by Alex.Delesky

	#jira UE-39793 - Fixes an issue with the AutoReimporter where specifying a non-existent mount point (a directory in the content browser) would cause a crash when attempting to auto-import an asset from a monitored directory, as well as ensuring that valid mount points will be able to create new assets from auto-import.

	The "Map Directory To" field when setting directories to monitor for auto-reimport has also been changed to use the content browser path picker instead of relying on the user to manually enter a mount point.

Change 3247620 on 2017/01/05 by Nick.Darnell

	Automation - Removing an adjustment to the number of shots we take for high res shots.

Change 3247621 on 2017/01/05 by Nick.Darnell

	Automation - Adding a few more rendering tests to the cornell box.

Change 3247629 on 2017/01/05 by Nick.Darnell

	Automation - Improving the comparison row display for screenshots so it's obvious what each image represents.

Change 3248811 on 2017/01/05 by Matt.Kuhlenschmidt

	PR #3091: Removed unnecessary UPackage casts (Contributed by projectgheist)

Change 3248860 on 2017/01/06 by Matt.Kuhlenschmidt

	Made the plugin browser select the "built in" category by default instead of the 2D category.  There is no reason for a sub-category to be selected first as it makes searching for plugins globally an extra click because you have to click on the base category first

Change 3249264 on 2017/01/06 by Matt.Kuhlenschmidt

	Fixed automation test warnings

	#jira UE-40198

Change 3249481 on 2017/01/06 by Michael.Dupuis

	#jira UE-37875 : Fill empty layers of components on assignation or creation
	Also fill new component added with the tool from neighbours predominance

Change 3249505 on 2017/01/06 by Matt.Kuhlenschmidt

	PR #3093: Include guard cleanup (Contributed by projectgheist)

Change 3249544 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3250738 on 2017/01/09 by Nick.Darnell

	UMG - The WIC now checks if the Widget is enabled before it claims that it's over an interactable or keyboard focusable widget.

	#jira UE-39845

Change 3250865 on 2017/01/09 by Nick.Darnell

	Slate - Updating EAutoCenter and ESizingRule to use the newer enum class style enums.

Change 3250867 on 2017/01/09 by Nick.Darnell

	Slate - Adding more logging to the hardware cursor code so that it reports more information when it doesn't find an exact match when it comes to cursor size.

Change 3250936 on 2017/01/09 by Nick.Darnell

	Automation - Refactoring the screenshot comparison tool to no longer require one one generated report.  Doing screenshot comparions now generates individual reports for each failed comparison so that they can be evaluated in bits, and as changes occur as the user reviews aspects, we can remove the reports.  There is now async image loading for the comparison view so that it doesn't hitch.

Change 3250937 on 2017/01/09 by Nick.Darnell

	Automation - Adding another example to the CornellBox test.

Change 3250958 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251162 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251254 on 2017/01/09 by Matt.Kuhlenschmidt

	Attempt to fix static analysis warnings

Change 3251373 on 2017/01/09 by Nick.Darnell

	Core - Now writing a log warning instead of ensuring if calling LoadModule wouldn't have been safe to do here, depending on load order.

Change 3251525 on 2017/01/09 by Nick.Darnell

	Automation - Fixing a build issue in ImageComparer.

Change 3252321 on 2017/01/10 by Alex.Delesky

	#jira UE-40164 - Importing multiple files to overwrite existing assets such as sounds will now correctly persist the "Yes to All" / "No to All" dialog selections.

Change 3252354 on 2017/01/10 by Nick.Darnell

	Image Compare - Fixing a potential threading hazard in the image comparer.

Change 3252356 on 2017/01/10 by Nick.Darnell

	Automation - The screenshot metadata now captures the commit/CL that the screenshot was taken at and records it in the metadata.

Change 3252601 on 2017/01/10 by Alexis.Matte

	Fbx automation test, reload feature implementation

Change 3252761 on 2017/01/10 by Jamie.Dale

	Fixing some IWYU errors with PCH disabled

Change 3252765 on 2017/01/10 by Jamie.Dale

	Fixing some static analysis warnings

Change 3252793 on 2017/01/10 by Jamie.Dale

	Fixing FText natvis

	The text data visualizers have to be defined before the text visualizer

Change 3253987 on 2017/01/11 by Matt.Kuhlenschmidt

	PR #3108: Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit (Contributed by SRombauts)

Change 3254378 on 2017/01/11 by Matt.Kuhlenschmidt

	Refactor scene importing to allow for plugins to make scene importers

Change 3254679 on 2017/01/11 by Matt.Kuhlenschmidt

	Fix calling LoadModule in perforce source control off the main thread

Change 3256472 on 2017/01/12 by Jamie.Dale

	Improved error reporting from IncludeTool

	- The error reporting was using zero-based line indices which was misleading.
	- The error reporting now includes the offending line to remove ambiguity.

Change 3256725 on 2017/01/13 by Jamie.Dale

	IncludeTool can now parse typedef in Fwd headers

Change 3256758 on 2017/01/13 by Jamie.Dale

	Added support for String Tables

	String Tables provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text.

	String Tables can be defined in C++ (using the LOCTABLE family of macros), loaded via CSV file, or created as an asset. They can be referenced in C++ using either the LOCTABLE macro, or the static FText::FromStringTable function. INI files can reference them using the LOCTABLE macro syntax, and FText properties in assets can reference them via the advanced settings combo.

Change 3257018 on 2017/01/13 by Alexis.Matte

	FbxAutomationTest fix the import reload operation, it was calling garbagecollect with no keep flag

Change 3257168 on 2017/01/13 by Jamie.Dale

	Removed code that was writing null into bytecode during save

Change 3257344 on 2017/01/13 by Jamie.Dale

	Backing out changelist 3256725, and excluding my header from the scan instead

Change 3257426 on 2017/01/13 by Nick.Darnell

	Slate - Adding the ability to invert alpha when drawing slate textures.  Going to be used in the future for rendering render targets for the scene which have inverted alpha.

Change 3257572 on 2017/01/13 by Nick.Darnell

	Slate - Fixing a build error.

Change 3257970 on 2017/01/14 by Jamie.Dale

	Fixing exclude path

Change 3258458 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3135: GameViewportClient: FOnCloseRequested is now a multicast delegate (Contributed by Nadrin)

Change 3258472 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3126: Fix to load editor style assets (Contributed by projectgheist)

Change 3258473 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3124: Fix wrong result with Image-DrawAsBox with PaperSprite. (Contributed by valval88)

Change 3258539 on 2017/01/16 by Nick.Darnell

	Slate - Pixel Snapping has been moved to the GPU for the RHI rendering policy.  Additionally, widgets with a render transform of Scale, Rotation or Sheer, and their children are no longer pixel snapped, this should reduce some of jittering seen by users when animations are applied to widgets.  NOTE: This only affects render transforms, any transform in layout space is still subject to pixel snapping.

Change 3258607 on 2017/01/16 by Nick.Darnell

	Fixing the mac build.

Change 3258661 on 2017/01/16 by Matt.Kuhlenschmidt

	Actors with experimental components no longer say
	"Uses experimental class: Actor" when selecting the actor root in the details panel

	#jira UE-40535

Change 3258678 on 2017/01/16 by Nick.Darnell

	Platform - Introducing a way to get the mimetype for a file on Windows.  Other platforms don't yet have an implementation outside of returning application/unknown.

Change 3258924 on 2017/01/16 by Nick.Darnell

	Platform - Implementing a fallback for the generic platform http, that can do some basic mimetype lookups.

Change 3258929 on 2017/01/16 by Nick.Darnell

	UMG - Fixing the animation to finish the evaluation before it notifies that the animation completed.

Change 3259109 on 2017/01/16 by Nick.Darnell

	Platform - The GetMimeType function now only takes in FilePath, since some platforms will require that actually resolve to a file on disk in order to determine the true mimetype.

Change 3259111 on 2017/01/16 by Alexis.Matte

	Avoid to move the camera when we re-import in the static mesh editor
	#jira UE-40613

Change 3259275 on 2017/01/16 by Matt.Kuhlenschmidt

	Fix crash when a slate window is resized and calls into a scene viewport during loading code when the scene viewport is not in a slate hierarchy and thus has no widget

Change 3259300 on 2017/01/16 by Nick.Darnell

	UMG - Introducing PreConstruct and NativePreConstruct to the base UUserWidget.  Users can now visualize non-binding based changes in the designer by evaluating a very limited amount of the blueprint code.  In the event your user widget crashes on load, due to calling something unsafe, you can disable evaluation in the editor preferences under Widget Designer.

Change 3259306 on 2017/01/16 by Nick.Darnell

	Games - Removing the Game Specific implementations of PreConstruct.

Change 3260182 on 2017/01/17 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3261049 on 2017/01/17 by Nick.Darnell

	Slate - Putting in some fixes for the non-gpu pixel snapping mode, and disabling gpu snapping while we dig into why it looks weird.

Change 3261434 on 2017/01/17 by Nick.Darnell

	Fixing the mac build.

Change 3261435 on 2017/01/17 by Nick.Darnell

	Slate - Tweaking some aspects of the slate rounding code on the GPU.  There's still some precision loss somewhere causing subtle differences in where the snap occurs, that's different from previously.

Change 3261460 on 2017/01/17 by Nick.Darnell

	UMG - Tweaking the defintiions of NativePreConstruct, dropping passing in design time since that is readily available in native code.

Change 3261833 on 2017/01/18 by Alexis.Matte

	Fix all warning for fbx automation tests
	#jira UE-40208

Change 3261874 on 2017/01/18 by Matt.Kuhlenschmidt

	PR #3136: Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files (Contributed by SRombauts)

Change 3262000 on 2017/01/18 by Jamie.Dale

	Updated Slate to allocate widgets using MakeShared

	This saves one allocation per-widget

Change 3262003 on 2017/01/18 by Nick.Darnell

	UMG - Widget Interaction Components now ignore Visible(false) Widget Components when tracing.

	#jira UE-40523

Change 3262052 on 2017/01/18 by Alexis.Matte

	Put back the staticmesh skinxx workflow
	#jira UE-40782

Change 3262775 on 2017/01/18 by Nick.Darnell

	Slate - Ditching moving vertex rounding to the GPU, some precision issues could not be overcome.  Ended up writing a clean way to implement it on the CPU.

Change 3262818 on 2017/01/18 by Alex.Delesky

	#jira UE-40668 - Editor preferences will now save for data pin styles

Change 3263679 on 2017/01/19 by Nick.Darnell

	Slate - Adding some comments to the Slate Vertex Rounder.

Change 3265154 on 2017/01/19 by Nick.Darnell

	Slate/UMG - Putting in some more time into pixel snapping.  I've re-introduced the old constructors, and decided to go with the templated approach, as to not break old code that relied on the FSlateVertex working a certain way.

Change 3265478 on 2017/01/20 by Chris.Wood

	Added config support for hang detection time and switching hang detection on/off in UnrealWatchdog
	[UE-40838] - Make hang time configurable and increase default in UnrealWatchdog

Change 3265600 on 2017/01/20 by Nick.Darnell

	Slate - Making some const local variables const.

Change 3265714 on 2017/01/20 by Alex.Delesky

	#jira UE-40791 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

Change 3265865 on 2017/01/20 by Alex.Delesky

	#jira UE-40511 - The Content Browser file path will now update when inside a folder that is deleted from the Sources Panel.

Change 3267989 on 2017/01/23 by Jamie.Dale

	Exposed String Tables to Blueprints

Change 3268018 on 2017/01/23 by Jamie.Dale

	Small API clean-up for string tables

Change 3268455 on 2017/01/23 by Matt.Kuhlenschmidt

	Fix SaveAs (Which says SaveCurrentAs) not saving the current level and only saving the persistent level and then reloading everything thus causing work to be lost if editing a sub-level

	#jira UE-40930

Change 3269388 on 2017/01/24 by Chris.Wood

	Refactored tick timing in UnrealWatchdog to stop bug where it doesn't close.
	[UE-40839] - UnrealWatchdog running and blocking use of Unreal Game Sync for internal users

	Standalone tool code only - doesn't touch engine

Change 3270205 on 2017/01/24 by Cody.Albert

	Updated FUnrealEdMisc::OnMessageTokenActivated to properly traverse up the outer hierarchy of an object.

Change 3270231 on 2017/01/24 by Cody.Albert

	Renamed and exposed GetFullScreenAlignment and GetViewportAnchors for consistency with the setters

Change 3271734 on 2017/01/25 by Michael.Dupuis

	#jira UE-38631
	Add sorting for landscape target layer, user can now sort alphabetical, material based or custom
	Added a new vertical box SDragNDropVerticalBox to handle drag & drop of FSlot
	Fixed SDropTarget to only consider the drop action if it was started by it
	Added visibility toggle to only show used layers in the currently loaded data

Change 3271797 on 2017/01/25 by Jamie.Dale

	Renamed HasBeenAlreadyMadeSharable to DoesSharedInstanceExist as the old name was nonsense

Change 3271813 on 2017/01/25 by Jamie.Dale

	Fixed bad access of a shared this during widget destruction when a context menu was open

Change 3271988 on 2017/01/25 by Nick.Darnell

	Slate - Removing some old checkbox deprecated code from the 4.3 and 4.6 days.

Change 3271992 on 2017/01/25 by Nick.Darnell

	Blueprints - Making the checked call better to log out more information when dragging and dropping a missing property.

Change 3272134 on 2017/01/25 by Jamie.Dale

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text).

Change 3272301 on 2017/01/25 by Nick.Darnell

	Slate - More cleanup from the removal of a old legacy enum that people were still using.

Change 3273070 on 2017/01/26 by Chris.Wood

	Fix CIS errors in landscape code from CL 3271734

Change 3273123 on 2017/01/26 by Chris.Wood

	Fix crash during init of CRC when running packaged without access to main engine config hierarchy.

Change 3273194 on 2017/01/26 by Nick.Darnell

	Fixing some build warnings.

Change 3273242 on 2017/01/26 by Michael.Dupuis

	#jira UE-39948 : if we detect there is multiple levels in the current persistent when we add a new foliage asset we ask to save the foliage as an asset to permit paiting over multiple levels

Change 3273279 on 2017/01/26 by Jamie.Dale

	String Table INI redirects are now in the "Core.StringTable" section (rather than "/Script/Engine.Engine")

Change 3273483 on 2017/01/26 by Alex.Delesky

	#jira UE-32047 - Made changes to the FixupRedirects commandlet to ensure that files that are marked for delete are moved from the default changelist to the pending changelist and submitted when using Perforce.

	Also makes a slight change to the ResavePackages commandlet to submit files marked for delete.

Change 3273568 on 2017/01/26 by Alex.Delesky

	Modifying changes made to SPluginWizard to have the plugin loading phase determined by the wizard's definition rather than from the first selected template.

	#jira none

Change 3273855 on 2017/01/26 by Alex.Delesky

	#jira UE-41117 - Updating the tooltip on the "Allow Paint of all LODs" option for mesh paint mode.

Change 3274200 on 2017/01/26 by Alex.Delesky

	For IPluginWizardDefinition, temporarily adding function bodies to two methods instead of having them be pure virtual methods.

Change 3274317 on 2017/01/26 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3275072 on 2017/01/27 by Michael.Dupuis

	#jira UE-38631 tweaks
	Fix typo error
	Iterate all components, not only active one
	Force expand the Target Layers widget

Change 3275249 on 2017/01/27 by Alexis.Matte

	Color grading controls: Keep the vector ratio when changing the master slider
	#jira UETOOL-1098

Change 3275282 on 2017/01/27 by Alexis.Matte

	Color grading controls: Cosmetic changes
	#jira UETOOL-1099

Change 3275292 on 2017/01/27 by Alexis.Matte

	Make sure the build is called once when we import a staticmesh.
	#jira UE-40947

Change 3275430 on 2017/01/27 by Alexis.Matte

	Add some fbx automation tests
	- Import a mesh with no material
	- Import corrupted asset with no section in a LOD
	- Import morph targets
	- Materials name clash
	- Max Multimap material ordering

Change 3275683 on 2017/01/27 by Michael.Dupuis

	#jira UE-41215 : when saving an asset do not register the transaction, and make sure that the duplicate wont keep a copy in the transaction buffer as an asset can't be undo

Change 3276237 on 2017/01/27 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3276266 on 2017/01/27 by Jamie.Dale

	Fix for accessing a potentially null pointer

Change 3277065 on 2017/01/30 by Chris.Wood

	Move crash report temp files to saved config and cleanup on schedule.
	[UE-39506] - CrashReportClient ini folders are not cleaned when opening the editor

Change 3277236 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix crash when cancelling SaveCurrentLevelAs

	#jira UE-41182

Change 3277409 on 2017/01/30 by Jamie.Dale

	Improved text rendering when the last resort font is missing

	The last resort font is no longer included in shipping builds, so this change makes some improvements to text rendering when it's missing.

	- The legacy font cache no longer tries to use the last resort font if it's not available (preventing warnings).
	- The Slate font renderer no longer tries to use the last resort font if it's not available.
	- Text shaping will use the last resort character if none of the available fonts can render a given character (likely because the last resort font is missing).
	- HarfBuzz shaped text now uses the fallback character correctly.

Change 3277749 on 2017/01/30 by Nick.Darnell

	Slate - Moving ESlateDrawEffect & ESlateBatchDrawFlag over to be enum class, found cases where users were improperly assuming the enum order, and so now it won't be possible to just treat an int32 or a bool as the draw effect value.

	Core - Adding EnumHasAllFlags and EnumHasAnyFlags, templated functions to make it easier to check for the existance of a flag on enum classes.

Change 3277805 on 2017/01/30 by Nick.Darnell

	Rendering - Changing some LoadModuleChecked calls to GetModuleChecked, as these calls are not happening on the main thread and are not safe to make.

Change 3277914 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix Niagara slate style warning on startup

Change 3278058 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile error

Change 3278132 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278133 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile errors

Change 3278186 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278525 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278534 on 2017/01/30 by Nick.Darnell

	Automation - Clearing up several warnings/errors with automation results, trying to get Automation Tests to at least yellow before integration.

Change 3278941 on 2017/01/31 by Nick.Darnell

	Fixing a build warning due to build team refactor.

Change 3278949 on 2017/01/31 by Nick.Darnell

	Fixing incrmenetal build issues.

Change 3278953 on 2017/01/31 by Nick.Darnell

	Fixing some incrmental linux build issues.

Change 3278964 on 2017/01/31 by Nick.Darnell

	FIxing more incremental build issues.

Change 3279256 on 2017/01/31 by Michael.Dupuis

	#jira UE-41319
	#jira UE-41315
	#jira UE-41316
	Instead of getting the Landscape Actor, call GetLandscapeProxy so all case are handled, either proxy or landscape actor

Change 3279270 on 2017/01/31 by Chad.Garyet

	re-updating the automation test pool

[CL 3279775 by Matt Kuhlenschmidt in Main branch]
2017-01-31 15:22:49 -05:00
Andrew Grant
fc4e09feb7 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386)
#lockdown Nick.Penwarden

Change 3270776 on 2017/01/24 by Laurent.Delayen

	Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash.

	#c0der3view benn.ghallager, lina.halper
	#tests does not crash
	#rb none

Change 3270483 on 2017/01/24 by Shaun.Kime

	Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay.

	#jira OR-34919
	#rb  nick.darnell
	#tests PIE and golden path

Change 3270067 on 2017/01/24 by Laurent.Delayen

	Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references)

	#rb benn.ghallager
	#tests doesn not crash

Change 3269760 on 2017/01/24 by Daniel.Lamb

	Added more files to inisettings blacklist.
	#rb Trivial
	#test cook paragon.

Change 3269578 on 2017/01/24 by jason.bestimt

	#ORION_MAIN - Merge 37.2 @ CL 3269468

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset
	#c0der3view: jason.bestimt

Change 3269141 on 2017/01/23 by Mieszko.Zielinski

	TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3268953 on 2017/01/23 by Jason.Bestimt

	#ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff

	#RB:none
	#Tests:none

	#c0der3view: matt.schembari, andrew.grant

Change 3268576 on 2017/01/23 by John.Pollard

	Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch

	#rb RyanG
	#tests Live game play + replays + instant replay

Change 3268119 on 2017/01/23 by Daniel.Lamb

	Added support for splitting up chunks into maximum sizes.
	#rb Andrew.Grant
	#test Cook paragon ps4 windows windowserver

Change 3268020 on 2017/01/23 by Dan.Hertzka

	Moving TreeFilterHandler.h out into Slate/Public via branch & delete

	#c0der3view Nick.Darnell
	#rb none
	#tests compile

Change 3267820 on 2017/01/23 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3267733

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3266798 on 2017/01/20 by Daniel.Lamb

	Make the diff files commandlet more helpful.
	#rb Trivial
	#test Diff files commandlet.

Change 3266795 on 2017/01/20 by Daniel.Lamb

	Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect.
	#rb Gil.Gribb
	#c0der3view Gil.Gribb
	#test Load cooked packages using the editor.

Change 3266310 on 2017/01/20 by Daniel.Lamb

	Fixed issue with cook ont he fly not resolving string asset reference redirectors on load.
	Added fastcook to the iterative cook detection.
	#rb Jamie.Dale
	#test Cook Paragon

Change 3265879 on 2017/01/20 by Jon.Lietz

	fixing PS4 compile error

	#rb none
	#tests compiles
	#c0der3view andrew.grant

Change 3265756 on 2017/01/20 by Jon.Lietz

	quest evaluator

	- added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data
	- added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server
	-  now support loading in data for quest info asynchronously
	- orion quests can now grant evaluator abilities to the players that own the quests
	- AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests
	- at the end of the match unload any data loaded by the quests

	#RB david.ratti
	#test granting abilities

Change 3265658 on 2017/01/20 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37 @ CL 3265610

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3265530 on 2017/01/20 by Robert.Manuszewski

	Making sure all package dependencies are loaded before post loading its objects

	#jira OR-34891
	#tests Golden path x 12
	#rb none

Change 3265126 on 2017/01/19 by Frank.Gigliotti

	Notifies for abilities waiting on input confirmation;

	* Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting.

	#RB Dave.Ratti
	#Tests PIE

Change 3264489 on 2017/01/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merged fix from 36.2.
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3263948 on 2017/01/19 by Andrew.Grant

	Non-unity fixes.
	#tests compiled WIn64 editor
	#rb na
	#R0BOMERGE: Main, 37

Change 3263755 on 2017/01/19 by Laurent.Delayen

	OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends.
	Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity.
	CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources.

	#rb frank.gigliotti
	#tests Ice Q

Change 3263616 on 2017/01/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37 @ CL 3263608

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3262543 on 2017/01/18 by Eric.Newman

	Added GetAttributeSetValues feature to Ability System.  Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent
	#rb david.ratti
	#c0der3view david.ratti
	#tests used to export paragon hero attributes
	#jira TON-25429

Change 3262414 on 2017/01/18 by Laurent.Delayen

	Fixed crash opening up Ice's AnimBP.

	#rb lina.halper
	#c0der3view thomas.sarkanen
	#tests opening up AnimBP doesn't crash anymore.

Change 3262291 on 2017/01/18 by Ryan.Gerleve

	Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay.
	Factor out the caching into its own function to reduce code duplication.

	#rb david.ratti
	#tests golden path, bug repro
	#jira OR-31424

Change 3262062 on 2017/01/18 by Max.Chen

	Sequencer: Fixed crash caused by lingering persistent evaluation data

	Copy from Release-4.15

	#jira UE-40775
	#rb andrew.rodham
	#tests none

Change 3262061 on 2017/01/18 by Max.Chen

	Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
	  - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
	  - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer

	Copy from Release-4.15

	#jira UE-40775
	#rb andrew.rodham
	#tests none

Change 3261946 on 2017/01/18 by Jason.Bestimt

	#ORION_DG - Fix for event tracks in sequencer

	#RB:none
	#Tests:none

	#R0BOMERGE: MAIN
	#c0der3view: Max.Chen, andrew.rodham, scott.james

Change 3261812 on 2017/01/18 by Mieszko.Zielinski

	Made bos' perception component vlog information #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3261731 on 2017/01/18 by Benn.Gallagher

	Readded fix to clothing index buffer overflow (lost in merge a while back)
	#tests Editor, assigned clothing to skel mesh
	#rb Tom.Sarkanen

Change 3261730 on 2017/01/18 by Robert.Manuszewski

	Build script sdk upgrade

	#rb none
	#tests Ran the script that was upgraded

Change 3261392 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	non-unity fix
	#rb none
	#tests compiled

	#R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3261096 on 2017/01/17 by Laurent.Delayen

	OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally.

	#rb frank.gigliotti
	#tests Preflight QA test  https://jira.it.epicgames.net/browse/PQATC-8713

Change 3261030 on 2017/01/17 by Laurent.Delayen

	Fix crash in Persona.

	#rb none
	#tests doesn't crash

Change 3260561 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merging Fix from UE 4.15

	Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
	#rb Ori.Cohen
	#jira UE-39994
	#tests na

	#R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3260553 on 2017/01/17 by Ryan.Gerleve

	Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759.

	#rb john.pollard
	#tests bug repro, golden path

Change 3260202 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37/36.2 @ CL 3260077

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3259560 on 2017/01/16 by Marcus.Wassmer

	Fix reflections
	#rb none
	#c0der3view Brian.Karis
	#tests added some reflections

Change 3259348 on 2017/01/16 by Daniel.Lamb

	Moved automation maps from alwayscookmaps to AllAutomationMaps.
	#rb Andrew.Grant
	#test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon

Change 3259113 on 2017/01/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	#ORION_MAIN - Merge 36.2 @ CL 3258788

	#RB:none
	#Tests:compiled Win64 editor

	#R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3259090 on 2017/01/16 by Chris.Bunner

	Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
	#rb None
	#tests Editor, -game, epic and min settings

Change 3258910 on 2017/01/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - DAILY DG @ CL 3258854

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3258807 on 2017/01/16 by Rolando.Caloca

	O - Fix for outlines
	#rb Chris.Bunner
	#tests Ran sovereign2 game
	#c0der3view Andrew.Grant

Change 3258637 on 2017/01/16 by Charles.Anderson

	Removing wrongly added files (agrant)

Change 3258601 on 2017/01/16 by Andrew.Grant

	Temp fix for rendering crash by disabling custom depth rendering
	#rb na
	#tests PIE'd

Change 3258590 on 2017/01/16 by Tom.Wright

	One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe).

Change 3258523 on 2017/01/16 by Andrew.Grant

	Removing intermediate build file that was checked in
	#rb #tests na

Change 3258464 on 2017/01/16 by Andrew.Grant

	Fixes for non-unity
	#R0BOMERGE: Main
	#tests compiled Win64
	#rb na

Change 3258208 on 2017/01/15 by Mieszko.Zielinski

	FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4

	#rb none
	#test golden path

Change 3258042 on 2017/01/14 by andrew.grant

	Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main)
	#rb #tests preflighted

	#R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
	#c0der3view: andrew.grant, jason.bestimt

Change 3258035 on 2017/01/14 by Andrew.Grant

	Disable MfMedia plugin by default

Change 3257936 on 2017/01/14 by Andrew.Grant

	Merging from //UE4/Main @ 3253977 through Orion-Staging
	#rb na
	#tests QA smoke in staging, built locally, preflighted

Change 3257583 on 2017/01/13 by Daniel.Lamb

	Removed nomcp from the commandline when running on PC
	#rb Trivial
	#test Buildcookrun paragon windows

Change 3257320 on 2017/01/13 by Cody.Haskell

	#Orion

	- Ansel Integration into Replay Mode
	- Updated Ansel SDK
	- Bug Fix for Ansel plugin
	- Made it not look terrible when you pause the game in regular replay mode

	#rb Andrew
	#r3view-3256093 @andrew.grant
	#tests Golden Path, compiles on PS4
	#lockdown Andrew.Grant

Change 3257239 on 2017/01/13 by Frank.Gigliotti

	ApplyRootMotionJumpForce end velocity options;

	* "ApplyRootMotionJumpForce" task now supports setting the end velocity.

	* Moved root motion end velocity options from the individual tasks into the base class.

	* Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly.

	#RB None
	#Tests PIE

Change 3256173 on 2017/01/12 by Laurent.Delayen

	Added additional debug message to ShowResaveMessage.

	#rb lina.halper
	#test loaded broken Femme assets.

Change 3256082 on 2017/01/12 by Andrew.Grant

	Temp fix for BuildHealth warning. Following up with BP team
	#rb none
	#tests verifierd compile warnings are gone

Change 3255991 on 2017/01/12 by Ben.Woodhouse

	Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182
	Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.

	It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
	#jira OR-22580
	#rb none (r3viewed for 4.14 by Marcus Wassmer)
	#tests run locally on PC (change is windows-specific)

Change 3255185 on 2017/01/12 by John.Nielson

	Made it so that PS4 compiles without warning from misordered initialization.

	#RB: r3view
	#r3view-3255186: Andrew.Grant
	#Test: None

Change 3254885 on 2017/01/11 by Michael.Trepka

	CIS fix

	#rb none
	#tests none

Change 3254568 on 2017/01/11 by Andrew.Grant

	Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General)
	#rb #tests na

Change 3254544 on 2017/01/11 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Robomerging previous fix to Dev-Gen
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3254204 on 2017/01/11 by Michael.Trepka

	Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default

	#rb none
	#tests Tested in editor build on PC

Change 3254074 on 2017/01/11 by Ryan.Gerleve

	Fix for gameplay tags not being recorded in client replays.

	#rb david.ratti
	#tests golden path, replays

Change 3254035 on 2017/01/11 by Laurent.Delayen

	OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability.

	#rb dave.ratti, frank.gigliotti
	#tests Kallari's emotes

Change 3253736 on 2017/01/11 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3253668

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3252981 on 2017/01/10 by Daniel.Lamb

	Added async load package delegate.
	#rb Trivial
	#test BuildCookRun Paragon with local server

Change 3252975 on 2017/01/10 by Daniel.Lamb

	Added EditorPerProjectUserSettings to the ignore config field for iterative cooking
	#rb None
	#test cook paragon.

Change 3252784 on 2017/01/10 by Daniel.Lamb

	Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
	#rb Daniel.Lamb
	#test Rebuild lighting Paragon

Change 3252460 on 2017/01/10 by Aaron.Eady

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
	#rb robert.manuszewski
	Copied from CL #3252418
	Written by Ben.Zeigler
	#c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant
	#tests PIE

Change 3252222 on 2017/01/10 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3252019

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3251379 on 2017/01/09 by Ori.Cohen

	Fix build

	#rb none
	#tests none

Change 3251242 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251240 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251224 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251220 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251206 on 2017/01/09 by Ori.Cohen

	Add logging to possible physx infinite loop.

	#JIRA OR-32515
	#rb Dave.Ratti
	#tests none

Change 3250847 on 2017/01/09 by Daniel.Lamb

	Added excution time stat to unrealpak.
	#rb Trivial
	#test BuildCookRun Paragon with timing info.

Change 3250761 on 2017/01/09 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3250717

	#RB: none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3249410 on 2017/01/06 by Chris.Bunner

	Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
	#rb None
	#tests -game windowed/fullscreen behavior

Change 3249285 on 2017/01/06 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3249117

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247989 on 2017/01/05 by Dan.Hertzka

	Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason)

	#c0der3view Andrew.Grant
	#rb none
	#tests Compiled and didn't crash on editor startup
	#R0BOMERGE: Main

Change 3247790 on 2017/01/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Robomerging!
	#tests #rb na

	#R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247717 on 2017/01/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3247673

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247575 on 2017/01/05 by David.Ratti

	-Fix crash if GE has a null linked target GE
	-Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash.

	#rb none
	#tests pie

Change 3247032 on 2017/01/04 by Ori.Cohen

	Touch engine file to re-link physx libs
	#JIRA OR-32839

	#rb none
	#tests none

Change 3247006 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246987 on 2017/01/04 by Ori.Cohen

	Add newline for ps4

	#rb none
	#tests none

Change 3246986 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246981 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246969 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246921 on 2017/01/04 by Ori.Cohen

	Fix automation to include #tests none

	#rb none
	#tests none

Change 3246900 on 2017/01/04 by Ori.Cohen

	Fix newline issues for ps4.

	#rb none
	#tests none

Change 3246666 on 2017/01/04 by Chad.Garyet

	Updating physx build to include switch and linux-arm64
	integrate/resolve from dev-physics-upgrade
	#c0der3view ori.cohen

Change 3246450 on 2017/01/04 by Arciel.Rekman

	Fix for sweeps taking too long time (OR-32839).

	- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
	- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
	- NVidia is aware and will investigate a better solution.

	#rb Ori.Cohen
	#c0der3view Ori.Cohen
	#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.

Change 3246229 on 2017/01/04 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3246134

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3245068 on 2017/01/03 by Lukasz.Furman

	improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling
	#jira OR-33318
	#rb none
	#c0der3view Mieszko.Zielinski
	#tests PIE

Change 3244698 on 2017/01/03 by Lukasz.Furman

	compilation fix: removed optimization pragmas from AISense_Sight.cpp
	#rb none
	#tests none

Change 3244679 on 2017/01/03 by David.Ratti

	Unify linked gameplay effect spec creation:
	-Linked GEs
	-Conditional Execution GEs
	-Overflow GEs
	-Expiration GEs (premature/routine)

	These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created.

	#rb Lietz
	#tests golden path
	#c0der3view Billy.Bramer, Fred.Kimberley

Change 3244499 on 2017/01/02 by Mieszko.Zielinski

	Major AI tactics upgrade #Orion

	Introduction of new objective dealing algorithm (CSP inspired)
	Bots can now place wards
	Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors)
	Switched OrionAIBot.CurrentEnemy to AActor type
	Removed code related to Jungle Rig objectives

	#rb none
	#test golden path

Change 3242918 on 2016/12/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3242890

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3241817 on 2016/12/21 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3241745

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3240916 on 2016/12/20 by Ben.Marsh

	Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>.

	#rb none
	#c0der3view David.Vossel, Trevor.Pounds
	#tests Ran through preflight

Change 3240857 on 2016/12/20 by Lina.Halper

	Added ensure to track marker sync crash

	#rb: Laurent.Delayen
	#code r3view: Martin.Wilson
	#tests: PIE with  mudangs

Change 3240856 on 2016/12/20 by Laurent.Delayen

	Potential fix for sync marker crash.

	#rb lina.halper
	#c0der3view martin.wilson, lina.halper
	#tests Mudang

Change 3240813 on 2016/12/20 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3240768

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3239624 on 2016/12/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3239590

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3238573 on 2016/12/16 by Andrew.Grant

	Moved console vars to source file to avoid multiple definitions (OR-33470)
	#rb none
	#tests compiled

Change 3238077 on 2016/12/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36 @ CL 3238017

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3237176 on 2016/12/15 by Laurent.Delayen

	Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine.

	#rb ori.cohen
	#c0der3view lina.halper, james.golding
	#tests Twinblast and Ice

Change 3236911 on 2016/12/15 by Lukasz.Furman

	changed navgrid projection to use 2D poly search for more accurate results
	#orion
	#rb none
	#tests PIE

Change 3236660 on 2016/12/15 by Jamie.Dale

	Updating Orion text block to upper-case its text in a localized way

	This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues.

	#jira OR-32716
	#rb Dan.Hertzka
	#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
	#R0BOMERGE: Main, Release-36

Change 3236658 on 2016/12/15 by Jamie.Dale

	Adding FText::ToLower and FText::ToUpper

	These also track history and rebuild when the text they were generated from is changed.

	#jira OR-32716
	#rb Dan.Hertzka
	#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
	#R0BOMERGE: Main, Release-36

Change 3236501 on 2016/12/15 by Lukasz.Furman

	enabled navigation grid avoidance for jungle minions
	#jira OR-33318
	#rb Mieszko.Zielinski
	#tests PIE

Change 3236479 on 2016/12/15 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36 @ CL 3236423

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3236399 on 2016/12/15 by Andrew.Grant

	Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx"
	#rb none
	#tests none
	#R0BOMERGE: Main,36

Change 3236280 on 2016/12/15 by Benn.Gallagher

	Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores)
	#rb Ori.Cohen
	#jira OR-33248
	#tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests

Change 3235666 on 2016/12/14 by Matt.Schembari

	Merging 3200968 from Dev-Editor for OR-32947.

	#c0der3view Andrew.Grant,Arthur.Flew
	#tests compile

	-------
	Fixed localization gather including texts that were instanced or otherwise unchanged

	- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
	- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.

	#rb Nick.Darnell

	---------

Change 3235315 on 2016/12/14 by Adric.Worley

	Fix FText parse warning spam when dragging in world outliner

	#jira UE-29099
	#tests editor
	#rb Matt.Kuhlenschmidt

Change 3235177 on 2016/12/14 by Sam.Zamani

	Chat toxicity info added to every out-going party/team chat message
	Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room
	The chat info is added to the room's configuration via ChatInterface OSS
	Currently capturing playlist id, team size, and party size with each chat message

	OGS-479 Add extra attributes to XMPP chat messages for toxicity processing

	#rb: josh.markiewicz, rob.cannaday
	#coderview: ian.fox
	#tests: none

Change 3235093 on 2016/12/14 by Arciel.Rekman

	Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs

	- Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main).

	#rb Ori.Cohen, Andrew.Grant
	#c0der3view Ori.Cohen, Andrew.Grant
	#tests Compiled the server

Change 3234913 on 2016/12/14 by Andrew.Grant

	Duplicated 3200382 from Dev-Core as suspected fix for OR-33328
	#rb #tests na

Change 3234910 on 2016/12/14 by Laurent.Delayen

	Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player.

	#rb martin.wilson
	#tests Ice RootMotion Ult networked.

Change 3234823 on 2016/12/14 by Lukasz.Furman

	added capsule support for local navigation grids
	#orion
	#rb none
	#tests PIE

Change 3234768 on 2016/12/14 by Lukasz.Furman

	fixed crash in registering debug scene proxies of gameplay debugger tool
	#orion
	#rb none
	#tests PIE

Change 3234682 on 2016/12/14 by Chad.Garyet

	Adding physx build to dev-general

Change 3234643 on 2016/12/14 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2/36 @ CL 3234401

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3234597 on 2016/12/14 by Wes.Hunt

	Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion
	* Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider.

	Extensive refactor of Orion's AnalyticsProvider lifetime and management.
	* More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily.
	* Made provider access functions simpler and clarified creation vs. access (no more lazy getters).
	* Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend.

	Details:
	AnalyticsProviderET
	* Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created).
	* SetAppID and SetSessionID now flush their cached events before changing them.
	* SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID.
	OrionAnalytics
	* Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call.
	* Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions.
	* Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes.
	* Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it.
	DemoNetDriver
	* Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough.
	OrionGameInstance
	* Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode.
	* SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs
	GameInstanceCommon
	* When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed.
	OrionGameMode_MOBA
	* Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby).
	OrionGameMode_Base
	* Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't).
	* GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now.
	OrionPlayerController_Base
	* Removed SetAnalyticsProvider. No external code should be changing the provider.
	* Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider.
	* Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times.
	OrionGameSession
	* The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers.
	OrionGameState_Base
	* CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything.
	* Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend.
	* Ensure that demo playback sets the demo session ID and not the replayed game's session ID.
	OrionGameStateMain
	* GameSessionID is always set to the empty string for non game modes.
	McpContext
	* InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in).

	#c0der3view:john.pollard,ryan.gerleve,josh.markiewicz
	#rb josh.markiewicz
	#tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times.

	#R0BOMERGE-AUTHOR: david.nikdel
	#CatalogHelper #Analytics:
	- Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events.
	- Rolled up a bunch of the params into a struct for forward compatibility
	- Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there)
	[c0der3viewed]: Ian.Fox, Wes.Hunt

	#R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06.
	#R0BOMERGE-AUTHOR: david.nikdel
	Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope...

	#R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12.
	#R0BOMERGE-AUTHOR: david.nikdel
	#CatalogHelper: Change to AnalyticsProvider to shared reference
	[c0der3viewed]: Ian.Fox

	#R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47.
	#R0BOMERGE-AUTHOR: wes.hunt
	Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached.
	* Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix).
	* Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session.
	[c0der3viewed]:david.nikdel
	#jira wex-4038

	#R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/...
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48.

Change 3233911 on 2016/12/13 by Andrew.Grant

	Duplicating 3203865 from //UE4/Dev-Sequencer/...
	#tests #rb na

Change 3233789 on 2016/12/13 by Olaf.Piesche

	Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized

	#c0der3view marcus.wassmer
	#rb marcus.wassmer

	#tests build

Change 3233016 on 2016/12/13 by Ryan.Gerleve

	Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays.

	#jira OR-32926
	#tests golden path, deathcam, replays
	#rb john.pollard

Change 3232909 on 2016/12/13 by Laurent.Delayen

	Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly).
	Added proper IsPlayingRootMotion() to match ACharacter.
	Also constified these functions.

	#rb Martin.Wilson
	#tests Ice Root Motion ult

Change 3232336 on 2016/12/13 by David.Ratti

	Spot merge async loading fix
	#rb Gil
	#tests cooked build front end store

Change 3231733 on 2016/12/12 by Andrew.Grant

	Added code to dump out deferred engine commands when frametime is above desired
	#rb Michael.Noland
	#tests compiled, ran server
	#R0BOMERGE: Main

Change 3231406 on 2016/12/12 by Laurent.Delayen

	CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion.

	#rb none
	#tests Ice

Change 3230272 on 2016/12/10 by Andrew.Grant

	Fix for automation code being dead-stripped
	#rb none
	#tests verified automation works

Change 3229976 on 2016/12/09 by Ryan.Gerleve

	Fix multiple UI/HUD issues during deathcam playback:
	No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay.
	Add an option for the recording DemoNetDriver to not spawn a spectator controller at all.
	Clean up some hacks that were needed when the player controller did switch to make the card shop close properly.
	Remove other code that was related to the player controller switch.
	Add a deathcam camera component to hero characters and activate it during deathcam playback.
	Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use.
	Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration.

	#jira OR-32433, OR-32568, OR-31299, OR-31197
	#rb john.pollard, jon.lietz
	#tests golden path, deathcam, replays

Change 3229790 on 2016/12/09 by Lina.Halper

	#DUPEFIX of CL 3219688
	Merging using //Orion/Dev-General_to_//UE4/Dev-Framework

	Expected fix for cooking issue of animation

	#rb: Martin.Wilson
	#code r3view: Martin.Wilson, Laurent.Delayen
	#tests: none

Change 3228731 on 2016/12/09 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3228573

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3228602 on 2016/12/09 by Benn.Gallagher

	Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import.
	This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates
	#tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel
	#rb Lina.Halper

Change 3227456 on 2016/12/08 by Andrew.Grant

	Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor)
	#rb #tests na

Change 3227417 on 2016/12/08 by David.Ratti

	Fix category on gameplay tag settings
	#rb none
	#tests none

Change 3227401 on 2016/12/08 by David.Ratti

	GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects.

	Added categories for gameplayeffect tags

	#rb BenZ
	#tests editor, golden path

	#c0der3view Billy.Bramer, Fred.Kimberly

Change 3227368 on 2016/12/08 by Uriel.Doyon

	Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer).
	#jira OR-32645
	#tests Loaded editor,  tested in game at different quality settings
	#rb daniel.wright

Change 3227243 on 2016/12/08 by David.Ratti

	Spot integrate CL 3225990 to fix tag sorting
	#rb none
	#tests compile

Change 3227029 on 2016/12/08 by Laurent.Delayen

	Fixed crash when creating a new Montage from scratch.

	#rb Lina.Halper
	#tests no more crashing when creating a montage from scratch

Change 3226877 on 2016/12/08 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3226846

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3226157 on 2016/12/07 by Aaron.McLeran

	Implementing UE-39421 fix into Orion-DevGeneral2

	#rb none
	#tests Be able to view sound class graphs without destroying links.

Change 3225422 on 2016/12/07 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - PhysX libs null merge from 35.2

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3224772 on 2016/12/07 by David.Ratti

	Fix for Rentry in gameplaycue GetWorld functions
	#rb none
	#tests golden path

Change 3224771 on 2016/12/07 by David.Ratti

	Reset RemoetInstanceHasended in UGameplayAbility::PreActivate
	#rb none
	#tests pie

Change 3224752 on 2016/12/07 by Ben.Marsh

	Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.

	#rb none
	#tests preflight

Change 3224691 on 2016/12/07 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3224223

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3224166 on 2016/12/06 by Daniel.Lamb

	Reenabled iterative cooking inisettings saving.
	#rb Trivial
	#test Cook paragon

Change 3223965 on 2016/12/06 by Uriel.Doyon

	Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
	Added more options to allow the user to cancel this build also.
	#rb daniel.wright
	#tests modified different shaders in the material editor and also in the material instance editor

Change 3223953 on 2016/12/06 by Frank.Gigliotti

	Root motion time stamp reset;

	* The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0.

	* The character movement time stamp reset is now applied to the start times on root motions.  This fixes root motions being stuck on since the time stamp could potentially never reach the start time.

	* Changed how root motion detects invalid start times since a negative start time is now valid.

	#RB zak.middleton, laurent.delayen
	#c0der3view zak.middleton, laurent.delayen
	#Tests PIE

Change 3223463 on 2016/12/06 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3223380

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3223219 on 2016/12/06 by Daniel.Lamb

	Added more stats to saving asset registry code.
	#rb None
	#test cook

Change 3222459 on 2016/12/05 by Uriel.Doyon

	"Texture Streaming Build" now updates the map check after execution.
	Removed texture streaming data for primitives hidden in game.
	Fixed an issue where build all would not rebuild texture streaming data.
	#rb none
	#jira OR-32771
	#tests rebuilt texture streaming data in different maps

Change 3222246 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Suppress warning when converting from int when the dest is floating point and the converted values are the same
	#rb none
	#tests verified converting -1 to -1.000 no longer results in a warning

	#R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221951 on 2016/12/05 by Daniel.Lamb

	More stats into saving asset registry.
	#rb None
	#test cook paragon

Change 3221518 on 2016/12/05 by Daniel.Lamb

	Added some more ini settings parsing stats.
	Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again.
	#rb None
	#test Cook paragon

Change 3221475 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Fix for atrac9 logging issue on PS4
	#rb none
	#tests compiled PS4 client in unity

	#R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221403 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3221235

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221247 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Third-try at fixing non-unity compile issue
	#rb none
	#tests compiled PS4 client

	#R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3219738 on 2016/12/02 by Daniel.Lamb

	Integrate Dev-Platform -> Dev-General
	Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
	#rb Daniel.Wright
	#test rebuild lighting Custom QAGame maps.
	#jira OR-31907

Change 3219133 on 2016/12/02 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: guillaume.abadie
	Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness

	#rb None

	#R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3219081 on 2016/12/02 by Andrew.Grant

	Merging material fixes in 3208490 from
	//UE4/Dev-Rendering/... to //Orion/Dev-General/...
	#rb none
	#tests compiled WIn64 editor

Change 3218980 on 2016/12/02 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3218942

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3218970 on 2016/12/02 by Andrew.Grant

	Second attempt at unity / non-unity fix
	#rb none
	#tests compiled PS4 Client

Change 3218807 on 2016/12/02 by Andrew.Grant

	Fix for non-unity issue
	#rb none
	#tests compiled Win64 editor

Change 3218472 on 2016/12/01 by Andrew.Grant

	Temp fix to allow checked-out blueprint to compile
	#rb none
	#tests none

Change 3218417 on 2016/12/01 by Andrew.Grant

	Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating
	#rb #tests na

Change 3218140 on 2016/12/01 by Arciel.Rekman

	Linux: report server hangs by crashing the hung thread (UE-39164).

	#rb Michael.Trepka
	#c0der3view Bart.Hawthorne, Andrew.Grant.
	#tests none in this branch

	(Merging 3218133 from Dev-Platform to to //Orion/Dev-General)

Change 3216959 on 2016/12/01 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3216930

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3216341 on 2016/11/30 by Michael.Noland

	Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front
	(the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226)
	#rb marc.audy
	#tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera

Change 3216233 on 2016/11/30 by Andrew.Grant

	Generate symbols for PS4 as a post-build UBT step
	At runtime do a better job of searching paths for symbols
	#rb Marcus.Wassmer
	#tests verified symbols are generated and valid

Change 3215522 on 2016/11/30 by David.Ratti

	Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code.

	#rb none
	#tests pie
	#c0der3view Simon.Tovey

Change 3215444 on 2016/11/30 by Aaron.McLeran

	OR-19392 (and now) OR-32017  Reintroducing CL 2943174 after it was lost due to integration issues!

	#rb none
	#tests none

Change 3215110 on 2016/11/30 by jason.bestimt

	#ORION_MAIN - Merge 35.2 @ CL 3215050

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset
	#c0der3view: jason.bestimt

Change 3213268 on 2016/11/29 by jason.bestimt

	#ORION_MAIN - Merge 35.2 @ CL 3213062

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp
	#c0der3view: jason.bestimt

Change 3212226 on 2016/11/28 by Aaron.McLeran

	OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen

	Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load.

	Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding.

	#tests none
	#rb zak.middleton

Change 3208273 on 2016/11/22 by Tim.Elek

	Fix for Tonemapping sharpen black border for HDR

	#rb marc.olano
	#c0der3view marcus.wassmer, jordan.walker, andrew.grant

Change 3207881 on 2016/11/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right...

	This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath.

	#rb none
	#tests Faked a condition where a package  wasn't loaded on the client but became referenced by a object from the server
	[c0der3viewed] Ben.Ziegler

	#R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3207807 on 2016/11/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Fix for OR-31699
	While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!)
	#rb none
	[c0der3viewed] Michael.Noland
	#tests verified can load into Monolith and get the shadow buff

	#R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3207756 on 2016/11/22 by David.Ratti

	rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on
	#rb none
	#tests compile

Change 3206348 on 2016/11/21 by Dan.Hertzka

	Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget

	Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails

	#c0der3view Nick.Darnell
	#rb Nick.Darnell
	#tests Widget BP binding

Change 3205882 on 2016/11/21 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3205612

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3205802 on 2016/11/21 by Daniel.Lamb

	Fixed commandlet used for diffing cooked packages and generating serialization callstacks.
	#rb None
	#test Diff cooked package commandlet

Change 3204959 on 2016/11/18 by Ryan.Gerleve

	World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary.

	#rb john.pollard
	#jira OR-30918, OR-31268, OR-31302
	#tests golden path, deathcam, replays

Change 3204805 on 2016/11/18 by Frank.Gigliotti

	Don't clamp root motion finish velocity if it doesn't need it.

	#RB None
	#Tests PIE

Change 3204327 on 2016/11/18 by Mieszko.Zielinski

	Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3204078 on 2016/11/18 by Ryan.Gerleve

	Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework).
	Fixes objects having incorrect significance in deathcam playback.

	#rb marc.audy
	#tests golden path, deathcam

Change 3204041 on 2016/11/18 by John.Pollard

	Fix issue where old player controller from draft lobby was hanging around, causing replication warnings

	#rb BartH
	#tests Replays

Change 3203971 on 2016/11/18 by John.Pollard

	Fix assert that can occur in player controller iterator when last element cast's to nullptr

	#rb BartH
	#tests Live + replays

Change 3203843 on 2016/11/18 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3203682

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3202948 on 2016/11/17 by Daniel.Lamb

	Disabled warning about invalidating cook due to unparsable ini setting.
	This occurs when you don't have any previously cooked content (like on build machine).
	#jira OR-31916
	#rb trivial
	#test cook paragon

Change 3202798 on 2016/11/17 by David.Ratti

	Fix logic error around bSuppressGameplayCues
	#rb none
	#tests compile

Change 3202761 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: david.ratti
	Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash.

	#rb none
	#test pie

	#R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3202688 on 2016/11/17 by Michael.Noland

	Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor)
	#rb none
	#tests Compiled and ran on PS4

Change 3202687 on 2016/11/17 by Michael.Noland

	Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter
	#tests Tested with/without spaces on both a console variable and a console command
	#rb nick.darnell

Change 3202686 on 2016/11/17 by Michael.Noland

	Engine: Made help console command open the generated HTML file via LaunchURL on windows
	#tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later)
	#rb nick.darnell

Change 3202622 on 2016/11/17 by Ryan.Gerleve

	Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith.

	#rb daniel.wright
	#tests golden path on monolith with deathcam enabled on PS4

Change 3202575 on 2016/11/17 by Dan.Hertzka

	Blur widget updates
	- Renamed to SBackgroundBlur/UBackgroundBlur
	- Split SBackgroundBlur out into its own file
	- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
	- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
	- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
	- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image

	#c0der3view Matt.Kuhlenschmidt
	#rb none
	#tests PIE & widget designer

Change 3202533 on 2016/11/17 by Mieszko.Zielinski

	Fixed new toggleable nav links not working in client-server environment #Orion

	#rb none
	#test golden path

Change 3202456 on 2016/11/17 by Mieszko.Zielinski

	Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4

	#rb none
	#test golden path

Change 3202414 on 2016/11/17 by Chris.Bunner

	Clamp eye adapation working area to match scene viewrect.
	#rb Marcus.Wassmer
	#tests Editor
	#jira OR-31821

Change 3202205 on 2016/11/17 by David.Ratti

	Networking fix:
	-Fix ensure about Delayed Prediction Key being flushed while invalid
	-Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function.

	#rb none
	#tests golden path, latency
	#c0der3view Frank.Gigliotti

Change 3202063 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: nicholas.davies
	#jira OR-31641 Chat logs overlap text box when pressing enter
	Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts
	[c0der3viewed] Jamie.Dale
	#RB Jamie.Dale
	#TESTS Chat should no longer overlap when more than 40 messages have been added

	#R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3201964 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3201880

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3201426 on 2016/11/16 by Mieszko.Zielinski

	Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion

	#rb none
	#test golden path

Change 3201174 on 2016/11/16 by John.Pollard

	Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls

	#rb BartH
	#tests Replays

Change 3200669 on 2016/11/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merging test framework changes from Release-34 to resolve some known conflicts
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3199192 on 2016/11/15 by Lina.Halper

	Extra ensure for the crash with OR-31795

	#jira: OR-31795
	#rb: Laurent.Delayen
	#tests: cooked, and test AI_Test with 9 bots

Change 3199187 on 2016/11/15 by Aaron.McLeran

	UE-35533 Implementing from CL 3112097 Dev-Framework for joey

	#tests Perform tests described in JIRA

	#rb Jeff.Campeau

Change 3199094 on 2016/11/15 by Eric.Newman

	Only ping Slate last interaction time for analog input outside the deadzone
	Orion now only reports handled for analog  movements outside the deadzone
	#c0der3view matt.kulhenschmidt,chris.gagnon
	#rb cody.haskell
	#tests golden path w/ ps4 controller on PC

Change 3199085 on 2016/11/15 by Laurent.Delayen

	Potential fix for https://jira.it.epicgames.net/browse/OR-31795

	#rb lina.halper
	#tests twinblast ult multiPIE

Change 3198934 on 2016/11/15 by Frank.Gigliotti

	Fixed out of sync root motion ability tasks;

	* Root motion ability tasks were out of sync and ending before the root motion was finished.  The tasks now wait for the root motion to say it is done.

	#RB Laurent.Delayen
	#Tests PIE

Change 3198486 on 2016/11/15 by David.Ratti

	Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues.

	#rb none
	#tests pie

Change 3198424 on 2016/11/15 by Rob.Cannaday

	Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object
	#rb ian.fox
	#tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER)

Change 3198418 on 2016/11/15 by Rob.Cannaday

	More profiling for hitch when receiving friend request
	#jira OR-30503
	#rb ian.fox
	#tests front end add/remove friend
	#lockdown nicholas.davies

Change 3198214 on 2016/11/15 by David.Ratti

	Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects.

	1. Predicted GameplayEffect reconciliation.
	Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly.

	2. Server retry client activation fails.
	When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations.

	Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file.

	#QAr3view:
	1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire.

	2. Be on the look out for "ability stuck" type of issues

	3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch

	#rb frank
	#c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley
	#tests pie, golden path

Change 3197309 on 2016/11/14 by Laurent.Delayen

	Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266

	#rb none
	#tests riftmage + venus VS riftmage multiPIE

Change 3196654 on 2016/11/14 by Laurent.Delayen

	Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677

	#rb none
	#tests compiles

[CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
Rolando Caloca
f92fc1f2ad Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3274304)
#lockdown Nick.Penwarden
#rb none

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

Change 3250856 on 2017/01/09 by Daniel.Wright

	Only showing instruction count for 'Base pass shader' now

Change 3250943 on 2017/01/09 by Rolando.Caloca

	DR - Async Compute PSO creation

Change 3251036 on 2017/01/09 by Rolando.Caloca

	DR - Add r.AsyncPipelineCompile
	- Dispatch on any thread
	- Wait for completion event

Change 3251058 on 2017/01/09 by Ben.Woodhouse

	Fix for PSO creation D3D error with NumRenderTargets. Add code to compute the correct number of valid rendertargets to prevent an issue during PSO creation when NumRenderTargets is >0, but none of the formats are valid (all formats are DXGI_UNKNOWN)
	#jira UE-40332

Change 3251141 on 2017/01/09 by Ben.Woodhouse

	Duplicated from Fortnite CL 3243458:
	D3D12 memory optimization -  The d3d12 buddy suballocator  is very wasteful for allocations above 4KB, but the vast majority of allocations are smaller . In the default buffer allocator this was causing 149MB of waste in 340MB of allocations. Moving the max allocation size threshold down to 4KB from 512KB saved 100MB of memory wastage memory.

	On PC, buffers are 64KB aligned, so we need the threshold to be higher to avoid additional wastage.

	Add PIX memory tracking instrumentation for buddy allocators so we can track the memory properly in PIX

Change 3251142 on 2017/01/09 by Ben.Woodhouse

	Duplicated from Fortnite 3243496
	memory optimisation: use NULL-terminated ansi strings instead of unicode FStrings for symbols, saving 118MB. Previously the strings were loaded from disk as ansi and then converted to FStrings (slowly), before finally being converted them back to ansi strings before being used. In addition to reducing memory overhead, this change reduces complexity and improves startup time.

Change 3252323 on 2017/01/10 by Rolando.Caloca

	DR - Gfx async PSO creation prep

Change 3252474 on 2017/01/10 by Daniel.Wright

	Added 'Compile Unreal Lightmass' to error message

Change 3252589 on 2017/01/10 by Daniel.Wright

	Back out bulk data for distance fields from cl 3241990 which causes distance fields to be corrupt in Fortnite

Change 3252790 on 2017/01/10 by Daniel.Wright

	Added InscatteringColorCubemapAngle to exponential height fog

Change 3252843 on 2017/01/10 by Uriel.Doyon

	Propper fix for UE-40211, where texture streaming bound defrag and async tasks could interact in coherent ways.
	The bound defrag is now done outside of the async work logic.

Change 3252866 on 2017/01/10 by Mark.Satterthwaite

	Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
	#jira UE-40357

Change 3254511 on 2017/01/11 by Rolando.Caloca

	DR - PSO stats

Change 3255958 on 2017/01/12 by Mark.Satterthwaite

	Reimplement RQT_AbsoluteTime for Metal - pretty sure I did this before, but somehow it got lost. When a RQT_AbsoluteTime is inserted into the command-stream, insert a command-buffer completion handler to record the time of completion & submit the command-buffer immediately. This breaks command-buffers so is noticeably slower and if inserted in a pass that can't be restarted will fail but is currently the only option available. This is sufficient to support the GPUBenchmark used by Scalability. To make this more efficient I've refactored the FMetalCommandBufferFence implementation so that we use a single shared-ptr object containing the command-buffer and a dispatch semaphore, rather than allocating one for each query. The semaphore allows for timed-waits where previously we'd block until completion, unlike the other APIs that report failure after a fixed interval (2s for RQT_AbsoluteTime, otherwise 0.5s). Sadly not all drivers support this abuse of the Metal API, so replace the GL-based workaround for not having time queries with one that just guesses based on RHI device details. Radars will be filed.
	#jira UE-40554

Change 3256329 on 2017/01/12 by Olaf.Piesche

	#jira UE-38615

	Assert shouldn't be necessary; in fact, it causes a crash when exporting emitters, since in that case we're changing the template at runtime.

Change 3256371 on 2017/01/12 by Uriel.Doyon

	Reenabled texture streaming bound defrag as the fix is in CL 3252843

Change 3257032 on 2017/01/13 by Daniel.Wright

	Added fastClamp to fastmath.usf

Change 3257111 on 2017/01/13 by Daniel.Wright

	Disabled bAffectDistanceFieldLighting on DefaultPawn, fixes VisualizeMeshDistanceFields in game

Change 3257112 on 2017/01/13 by Daniel.Wright

	DFAO optimizations
	* Changed the culling algorithm to produce a list of intersecting screen tiles for each object, instead of the other way around.  Each tile / object intersection gets its own cone tracing thread group so wavefronts are much smaller and scheduled better.  3.63ms -> 3.48ms (.15ms)
	* Replace slow instructions in inner loop with fast approximations (exp2 -> sqr + 1, rcpFast, lengthFast) 3.25ms -> 3.09ms (.16ms)
	* Moved transform from world to local space out of the inner loop (sample position constructed from local space position + direction) 3.09ms -> 3.04ms
	* Compute shader for ClearUAV 3.04ms -> 2.62ms (.42ms)

Change 3257113 on 2017/01/13 by Daniel.Wright

	Better distance field memory stats

Change 3257326 on 2017/01/13 by Uriel.Doyon

	Workaround to support cases where several textures have the same lighting GUID.

Change 3257448 on 2017/01/13 by Daniel.Wright

	Removed legacy features Distance Field Specular Occlusion, Distance Field Surface Cache AO, PreCullTriangles

Change 3257616 on 2017/01/13 by Daniel.Wright

	Distance field mesh visualization now uses a cone containing the entire tile to cull objects with, making the results stable

Change 3257657 on 2017/01/13 by Daniel.Wright

	Mesh distance fields are stored zlib compressed in memory until needed for uploading to GPU
	* 81Mb of backing memory -> 32Mb in GPUPerfTest, atlas upload time 29ms -> 893ms

Change 3258063 on 2017/01/14 by Rolando.Caloca

	DR - vk - Refactor descriptor set reuse in prep for more changes

Change 3258715 on 2017/01/16 by Daniel.Wright

	Added VisualizeGlobalDistanceField show flag

Change 3258827 on 2017/01/16 by Daniel.Wright

	Global distance field update regions are clipped against others to reduce redundant updates.

Change 3258959 on 2017/01/16 by Benjamin.Hyder

	Updating Planar Reflection example material in TM-Shadermodels

Change 3259270 on 2017/01/16 by Daniel.Wright

	[Copy] 'r.MSAACount 1' now produces no MSAA or TAA.  'r.MSAACount 0' can be used to toggle TAA on for comparisons.

Change 3259652 on 2017/01/16 by Uriel.Doyon

	Better support for static primitive becoming dynamic.

Change 3260107 on 2017/01/17 by Ben.Woodhouse

	Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
	#jira UE-40717

Change 3260594 on 2017/01/17 by Daniel.Wright

	Added a new global distance field (4x 128^3 clipmaps) which caches mostly static primitives (Mobility set to Static or Stationary)
	* The full global distance field inherits from the mostly static cache, so when a Movable primitive is modified, only other movable primitives in the vicinity need to be re-composited into the global distance field
	* Global distance field update cost with one large rotating object went from 2.5ms -> .2ms on 970GTX and 4.6ms -> .3ms.  Worst case full volume update is mostly the same.
	* Adds 12Mb for the new volume textures

Change 3260956 on 2017/01/17 by Daniel.Wright

	Structured buffers for DF object data
	* Full global distance field clipmap composite 3.0ms -> 2.0ms due to scalarized loads

Change 3261296 on 2017/01/17 by Daniel.Wright

	Exposed MaxObjectsPerTile with 'r.AOMaxObjectsPerCullTile' and lowered the default from 512 to 256, saves 17Mb of object tile culling data structures
	Removed unnecessary UAV transitions preventing object and global cone tracing from overlapping, saves ~.1ms

Change 3262036 on 2017/01/18 by Ben.Salem

	V0 of Perf monitor plugin for easily consumable stat csvs. With plugin enabled, enter PerformanceMonitor help into the console to get usage details.

Change 3262056 on 2017/01/18 by Chris.Bunner

	Remove inverse tonemapping when rendering HDR output.
	#jira UE-40728

Change 3262661 on 2017/01/18 by Rolando.Caloca

	DR - Add missing SetStencilRef() and SetBlendFactor() on most RHIs
	- Fix hash for PSOs

Change 3263674 on 2017/01/19 by Chris.Bunner

	PR #3144: Improved error messages (Contributed by DarkSlot)
	#jira UE-40835

Change 3264150 on 2017/01/19 by Ben.Woodhouse

	Add support for single threaded in FMonitoredProcess. Deprecated IsRunning() in favour of a new Update() method because polling IsRunning is not compatible with -nothreading mode
	#jira UE-40841

Change 3264153 on 2017/01/19 by Ben.Woodhouse

	Integrate latest changes from MS-DX12 CLs 3231395-3262526

	- Added WinPixEventRuntime.tps
	- Includes PIX support, various optimizations (saved 1.3ms in testbed scene)

	CL 3262343:
	Fix depth testing on translucency not working correctly after cl 3231395. This change reapplies the D3D12RHI changes from CL 3231395 because those changes were lost when integrating from //Dev-Rendering/ but also includes the depth fixes:
	 - Fix depth state not being in DEPTH_READ for use as depth read. The issue was HasDepthBits and HasStencilBits wern't intended for SRV formats and always returned false in the SRV case.

	CL 3231395:
	  Update D3D12 RHI:
	 - Fix deferred MSAA path in RHI
	 - Add Pix3.h support
	 - Cleanup SetName usage and remove it from shipping builds.
	 - Fix fence reuse bug. We were signaling MAX UINT (-1) and then waiting for 0, which was always signaled. This change also removes the fence value reset code, there is no need to reset a fence to a previous value.
	 - Use FPlatformAtomics::InterlockedIncrement instead of InterlockedIncrement64
	 - Use InterlockedIncrement() instead of _InterlockedIncrement() and use the FPlatformAtomics:: version.
	 - Fix possible readback heap being evicted while in use. GetQueryData happens on the render thread and isn't tied to a command list so we should always have readback heaps resident.

Change 3264251 on 2017/01/19 by Mark.Satterthwaite

	Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
	#jira UE-40803

Change 3264642 on 2017/01/19 by Daniel.Wright

	Raised GMaxShadowDepthBufferSizeX to max texture resolution on most platforms, was previously 4096.

Change 3265330 on 2017/01/20 by Ben.Salem

	Stop performance plugin from building in Win32.
	#tests recompiled and preflighted

Change 3265678 on 2017/01/20 by Marcus.Wassmer

	Fix bad declaration.
	#3055

Change 3266656 on 2017/01/20 by Mark.Satterthwaite

	Changes to the FShaderCache to restore it and extend it to optionally report on shader de-duplication when generating a binary shader cache (Console Variable: r.BinaryShaderCacheLogging).

	Duplicate & amend CL #3266053 from Trepka:
	Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled.

	Amend & integrate RCO's CL #3197085.

Change 3267741 on 2017/01/23 by Rolando.Caloca

	DR - Detect duplicated shader and pipeline types

Change 3268600 on 2017/01/23 by Uriel.Doyon

	Added missing r.Streaming.MaxEffectiveScreenSize config to base texture scability settings.
	Integrated CL 3227368 from Orion stream
	Enabled r.Streaming.UsePerTextureBias by default as this has been tested in Orion for several months.
	Fixed issue with the  InvestigateTexture command which could return invalid reference depending on the timing,
	Added th MaxEffectiveScreenSize settings in the investigate texture command.

Change 3269512 on 2017/01/24 by Richard.Wallis

	Fix for shader binary cache uncompress data size during internal shader log.

Change 3271237 on 2017/01/25 by Ben.Woodhouse

	D3D12 updateTexture2D crash fix

	#jira UE-41059

Change 3271564 on 2017/01/25 by Olaf.Piesche

	#jira UE-40980
	#udn 325525

	Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe

Change 3271594 on 2017/01/25 by Ben.Woodhouse

	ESRAM support stage 1:
	Implemented noncontiguous ESRAM page allocator replacing XgMemoryLayout API. The allocator allocates non-contiguous ranges of pages and maps them onto a contiguous virtual address range.
	Unlike the previous implementation, this allocator frees pages for reuse when resources are destroyed
	Note: issues with deferred deallocation may prevent reuse in many cases - that will be addressed in the next stage
	Support for the old allocator is still available (for now) via the define NEW_ESRAM_ALLOCATOR
	#fyi rolando.caloca

Change 3272616 on 2017/01/25 by Rolando.Caloca

	DR - Update shader version

Change 3273138 on 2017/01/26 by Ben.Woodhouse

	Fix merge issue with MonitoredProcess.cpp (this arose from an integration made as an edit in dev-rendering, which confused perforce when the change was subsequently integrated from main)

[CL 3274498 by Rolando Caloca in Main branch]
2017-01-26 19:20:49 -05:00
Matthew Griffin
b159571760 Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none

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

Change 3267632 on 2017/01/23 by Jurre.deBaare

	Marker syncs not working correctly in Blend Spaces
	#fix Ensure that SampleIndexWithMarkers is serialized
	#JIRA UE-40975

Change 3266915 on 2017/01/20 by Arciel.Rekman

	Fix Persona crash on Linux (UE-38790).

	- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.

	#jira UE-38790

Change 3266785 on 2017/01/20 by Ian.Fox

	#OnlineSubsystemLive - Make usage of CachedUsers thread safe.  Duplicates CL 3245390
	#jira UE-40649

Change 3266762 on 2017/01/20 by Rolando.Caloca

	UE4.15 - Fix for reallocating scene color
	#jira UE-40633

Change 3266642 on 2017/01/20 by Lina.Halper

	Downgraded Warning to Info

	#jira: UE-40643

Change 3266532 on 2017/01/20 by Jeff.Campeau

	Fix multiplatform Windows includes defeating the safety check in MinWindows.h

	#jira UE-40778
	#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.

Change 3266523 on 2017/01/20 by Marc.Audy

	Fix case where child actor could avoid getting begin play call
	#jira UE-40960

Change 3266474 on 2017/01/20 by Peter.Sauerbrei

	fix for using an API not yet available in iOS 8
	#jira UE-40698

Change 3266339 on 2017/01/20 by Frank.Fella

	Sequencer - Fix UI issues with multi-track section rows.
	+ Don't show an empty sub-track when there are no sections.
	+ Expand parent tracks by default.

	#Jira UE-40487

Change 3266283 on 2017/01/20 by Jeff.Fisher

	UE-40683 GearVR projects rendering black
	-Fix from Remi Palandri
	#jira UE-40683
	#review-3265824 @nick.whiting @ryan.vance

Change 3266264 on 2017/01/20 by Lina.Halper

	Downgraded warning and changed log message

	#jira: UE-40643

Change 3266239 on 2017/01/20 by Peter.Sauerbrei

	fix for virtual joystick not showing up on some devices
	#jira UE-40472

Change 3266084 on 2017/01/20 by Mitchell.Wilson

	Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
	#jira UE-40887

Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt

	Fixed "Wait for Movies to Complete" flag being reversed

	#jira UE-40943

Change 3266076 on 2017/01/20 by Mitchell.Wilson

	Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
	Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
	#jira UE-40830 UE-40887

Change 3266034 on 2017/01/20 by Benn.Gallagher

	Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
	#jira UE-40911

Change 3266027 on 2017/01/20 by Ian.Fox

	#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure.  Duplicates CL 3262175
	#jira UE-39110

Change 3265906 on 2017/01/20 by Marcus.Wassmer

	Fix GPU particle AFR flickering and optimize injection transfers.
	Duplicate CL's 3260302, 3261252, 3265662, 3265678
	#jira UE-40915

Change 3265873 on 2017/01/20 by Mark.Satterthwaite

	Duplicate CL #3262535:
	Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
	#jira UE-40842

Change 3265857 on 2017/01/20 by Jamie.Dale

	Fixed font pathing issue that could happen in an out-of-source packaged build

	#jira UE-40855

Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt

	Move Dirt Mask Intensity to the correct post process category

	#jira UE-40851

Change 3265674 on 2017/01/20 by Rolando.Caloca

	UE4.15 - Revert
	#jira UE-40633

Change 3265647 on 2017/01/20 by Mitchell.Wilson

	Updating spawn location of the player pawn after unpossessing character in example 1.10.
	#jira UE-40870

Change 3265612 on 2017/01/20 by Alexis.Matte

	Prevent name clash warning when doing automation test
	#jira UE-40788

Change 3265553 on 2017/01/20 by Matthew.Griffin

	Fixed Shadow variable warning

Change 3265366 on 2017/01/20 by Dmitriy.Dyomin

	Fixed: Vulkan crashes on Adreno Galaxy S7
	#jira UE-40840

Change 3265294 on 2017/01/19 by Dmitriy.Dyomin

	Fixed typo which was causing assert on mobile
	#jira UE-40633

Change 3265111 on 2017/01/19 by Rolando.Caloca

	UE4.15 - Fix for scene color crash
	#jira UE-40633

Change 3264789 on 2017/01/19 by Josh.Adams

	- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
	#jira UE-40798

Change 3264780 on 2017/01/19 by Rolando.Caloca

	UE4.15 - Add Morph compute GPU stat
	#jira UE-40891

Change 3264486 on 2017/01/19 by Mark.Satterthwaite

	Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
	#jira UE-40863

Change 3264427 on 2017/01/19 by Rolando.Caloca

	UE4.15 - Track down crash
	#jira UE-40633

Change 3264393 on 2017/01/19 by Aaron.McLeran

	#jira UE-40850

	Re-fixing UE-39650 again in 4.15.

	I hope this bug doesn't regress yet again!

Change 3264364 on 2017/01/19 by Daniel.Wright

	In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available.  This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
	#jira UE-39658

Change 3264284 on 2017/01/19 by Mark.Satterthwaite

	Duplicate CL #3264251:
	Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
	#jira UE-40803

Change 3264282 on 2017/01/19 by Benn.Gallagher

	CIS fix, bad expression that failed to compile Mac
	#jira UE-40716

Change 3264257 on 2017/01/19 by Mike.Beach

	Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).

	#jira UE-40620

Change 3264242 on 2017/01/19 by Daniel.Wright

	[Copy] Sharing IndirectLightingCacheTextureSampler samplers
	#jira UE-40727

Change 3264191 on 2017/01/19 by Ori.Cohen

	Fix heightfield not working with traces underneath.

	#JIRA UE-39819

Change 3264139 on 2017/01/19 by Benn.Gallagher

	Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
	#jira UE-40716

Change 3264110 on 2017/01/19 by Max.Preussner

	MfMedia: Disabled plug-in on Windows 10, because it is currently broken

	#jira UE-406344

Change 3264108 on 2017/01/19 by Max.Preussner

	MfMedia: Fixed compile errors on Windows 10

	#jira UE-40644

Change 3264099 on 2017/01/19 by Jamie.Dale

	Adding deprecation warning for 4.14 style PO export

	#jira UE-40592

Change 3264089 on 2017/01/19 by Matthew.Griffin

	Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
	Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
	#jira UE-39968

Change 3264065 on 2017/01/19 by James.Golding

	Fix ModifyCurve node not calling init/update in SourcePose
	#jira UE-40852

Change 3263729 on 2017/01/19 by Alexis.Matte

	Fix a bad condition when filling the material sorting array
	#jira UE-40814

Change 3263704 on 2017/01/19 by Jack.Porter

	Fix compile error in AndroidESDeferredOpenGL.cpp when  " ES Deferred Shading Renderer" is enabled.
	#jira UE-40659

Change 3263627 on 2017/01/19 by Jack.Porter

	Fixed black textures when Vulkan is packaged for ETC1
	#jira UE-40658

Change 3263554 on 2017/01/19 by Jack.Porter

	Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
	#jira UE-38930

Change 3263535 on 2017/01/19 by Matthew.Griffin

	Removed unnecessary directories to always cook
	Problem was actually down to string asset references not being resolved in file set generation

Change 3263534 on 2017/01/19 by Matthew.Griffin

	Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights

Change 3263267 on 2017/01/18 by Dan.Oconnor

	Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
	#jira UE-40428

Change 3263219 on 2017/01/18 by Dan.Oconnor

	Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
	#jira UE-19425

Change 3262980 on 2017/01/18 by Maciej.Mroz

	#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770

	Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint

Change 3262908 on 2017/01/18 by Ori.Cohen

	When refreshing physics assets, don't do so on components that have no bodies.

	#JIRA UE-40764

Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt

	Fix a crash if a background blur widget ends up being negative or zero sized

	#jira UE-40820

Change 3262606 on 2017/01/18 by Marc.Audy

	Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
	#jira UE-40785

Change 3262416 on 2017/01/18 by Marc.Audy

	Reenable audio threading
	#jira UE-00000

Change 3262125 on 2017/01/18 by Chris.Wood

	Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
	[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac

	#jira UE-40293

Change 3262103 on 2017/01/18 by Jamie.Dale

	Merging some cooker fixes

	CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
	CL# 3262091 - Guarding against potentially invalid call to FString::Mid
	CL# 3262094 - Cook on the fly builds now resolve string asset references

	#jira UE-40790

Change 3262082 on 2017/01/18 by Chris.Bunner

	Accumulate used particle materials from final mesh material module, not first.
	#jira UE-39953

Change 3261996 on 2017/01/18 by Matthew.Griffin

	Allow Samples to be built in pre-flights if you are specifying an engine version

Change 3261995 on 2017/01/18 by Matthew.Griffin

	Resolve string asset references after loading packages to ensure that we find all required files

Change 3261934 on 2017/01/18 by Allan.Bentham

	Bump shader version to force changes in 3260307 to occur.
	#jira UE-39701

Change 3261842 on 2017/01/18 by Graeme.Thornton

	Manual copy of CL 3253580 from Dev-Core

	Added some validation of the class index in exportmap entries

	#jira UE-37873

Change 3261017 on 2017/01/17 by Mitchell.Wilson

	Resaving all levels to resolve short form string asset reference warnings.
	#jira UE-40732

Change 3260918 on 2017/01/17 by Andrew.Rodham

	Sequencer: Request unloaded levels to be loaded when being made visible through sequencer

	#jira UE-40082

Change 3260909 on 2017/01/17 by Ben.Marsh

	Fix error running "Clean" in installed build.

	#jira UE-40751

Change 3260757 on 2017/01/17 by Jeff.Fisher

	UE-39654 Crash when launching Google VR project
	-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw.  This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
	-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
	-I also added some asserts.
	#jira UE-39654
	#review-3260644

Change 3260637 on 2017/01/17 by Alexis.Matte

	Fix crash when importing skeletal mesh containing a texture or a material using the same name.
	#jira UE-40538

Change 3260630 on 2017/01/17 by Marc.Audy

	When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
	Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
	#jira UE-40730

Change 3260600 on 2017/01/17 by matt.barnes

	Test content for sequencer event tracks

	#jira UE-29618

Change 3260593 on 2017/01/17 by Mieszko.Zielinski

	Made FSupportedAreaData export as part of engine API #UE4

	#jira UE-40739

Change 3260538 on 2017/01/17 by Marc.Audy

	Always display axes in debug info, but show -- for value when we don't yet know the ranges
	#jira UE-40700

Change 3260422 on 2017/01/17 by Marc.Audy

	Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
	#jira UE-10109

Change 3260392 on 2017/01/17 by Ben.Woodhouse

	Duplicated from CL 3260107:
	Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
	#jira UE-40717

Change 3260358 on 2017/01/17 by Chris.Bunner

	Only validate tonemapper LUT input if actually hooked up.
	#jira UE-40467

Change 3260327 on 2017/01/17 by Frank.Fella

	PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.

	#jira UE-40709

Change 3260307 on 2017/01/17 by Allan.Bentham

	Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
	#jira UE-39701

Change 3260276 on 2017/01/17 by Alex.Delesky

	#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.

Change 3260274 on 2017/01/17 by Chris.Wood

	Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
	[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel

	#jira UE-40492

Change 3260230 on 2017/01/17 by Ben.Woodhouse

	Duplicated from dev-rendering@3232283
	D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
	#jira UE-36999

Change 3260096 on 2017/01/17 by Thomas.Sarkanen

	Fixed crash when rendering out a level sequence with layered animations

	When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.

	#jira UE-40654 - Render Movie using separate process crashes capture process

Change 3259875 on 2017/01/17 by Dmitriy.Dyomin

	Fixed: SunTemple is washed out in one color on some Android devices
	#jira UE-40689

Change 3259011 on 2017/01/16 by Max.Chen

	Matinee to Level Sequence: Make RegisterTrackConverters pure virtual

	#jira UE-37328

Change 3258992 on 2017/01/16 by Rolando.Caloca

	UE4.15 - Integrate fix for outlines (3258807)
	#jira UE-40690

Change 3258949 on 2017/01/16 by mason.seay

	Disabled TranslatedMass test

	#jira UE-29618

Change 3258860 on 2017/01/16 by Max.Preussner

	Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)

	#jira OR-34819

Change 3258846 on 2017/01/16 by Max.Preussner

	MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)

	#jira UE-39703

Change 3258813 on 2017/01/16 by Benn.Gallagher

	Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
	#jira UE-40614

Change 3258771 on 2017/01/16 by James.Golding

	Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
	#jira UE-40418

Change 3258747 on 2017/01/16 by Max.Chen

	Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.

	#jira UE-40665

Change 3258630 on 2017/01/16 by Jurre.deBaare

	CIS IfDef issue fix
	#JIRA UE-1234

Change 3258541 on 2017/01/16 by Phillip.Kavan

	[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.

	change summary:
	- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method

	#jira UE-40131

Change 3258532 on 2017/01/16 by Max.Chen

	Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.

	#jira UE-40642

Change 3258505 on 2017/01/16 by Marc.Audy

	Improve messaging when installing vehicle and vehicle adv C++ feature packs
	#jira UE-40647

Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)

	#jira UE-40567

Change 3258457 on 2017/01/16 by Jurre.deBaare

	SpeedTree Billboards rendering with Incorrect Material

	#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
	#jira UE-39677

Change 3258442 on 2017/01/16 by Alexis.Matte

	Skeletalmesh import, make sure we increment the lod index when animation is not imported
	#jira UE-40640

Change 3258431 on 2017/01/16 by Jurre.deBaare

	Back out changelist 3258392
	#fix issue was already resolved
	#jira UE-1234

Change 3258392 on 2017/01/16 by Jurre.deBaare

	Fix for non-unity CIS
	#JIRA UE-1234

Change 3258358 on 2017/01/16 by Matthew.Griffin

	Prevent warning from being shown when XMPP module is not built
	#jira UE-40616
	(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)

Change 3258144 on 2017/01/15 by Marc.Audy

	Fix non-unity CIS errors
	#jira UE-00000

Change 3258141 on 2017/01/15 by zachary.wilson

	Adding testing content for Distance Field Indirect Shadows

	#jira UE-29618

Change 3258049 on 2017/01/14 by Nick.Shin

	UFE sent incorrect header data on missing file

	also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)

	first, 404 was not sending the required double newline after headers
	second, since connection are not closed manually (server side) send a dummy payload with content-length data

	#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"

Change 3257984 on 2017/01/14 by Aaron.McLeran

	Attempting another fix for static analysis warning in CIS

	#jira UE-40645

Change 3257904 on 2017/01/14 by Aaron.McLeran

	Resolving static analysis warnings reported by CIS

	#jira UE-40645

Change 3257883 on 2017/01/14 by Aaron.McLeran

	Fixing build warning with CL 3257826

	#jira UE-40645

Change 3257826 on 2017/01/13 by Aaron.McLeran

	Integrating fixes from Dev-Framework and Odin to Release-415

	#jira UE-40645

Change 3257654 on 2017/01/13 by Marc.Audy

	Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
	#jira UE-40466

Change 3257608 on 2017/01/13 by John.Pollard

	PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays

	#jira OR-34522

Change 3257489 on 2017/01/13 by Mitchell.Wilson

	Removing preview mesh from multiple materials to resolve CIS warnings.
	#jira UE-40628

Change 3257485 on 2017/01/13 by Chris.Babcock

	Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
	#jira UE-40602
	#ue4
	#android

Change 3257444 on 2017/01/13 by Matt.Barnes

	Updating test assets for UEQATC-2967

	#jira UE-29618

Change 3257324 on 2017/01/13 by Arciel.Rekman

	Linux: Update runtime CEF lib as well (UE-401413).

	- Followup to CL 3256081.

	#jira UE-40413

	(Merging CL 3257241 from Dev-Platform to Release-4.15)

Change 3257140 on 2017/01/13 by Lina.Halper

	Fix crash with deleting all poses

	#jira: UE-40537

Change 3257066 on 2017/01/13 by Jurre.deBaare

	CIS fix for game builds
	#jira UE-1234

Change 3257056 on 2017/01/13 by Ben.Zeigler

	#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
	This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash

Change 3256839 on 2017/01/13 by Jurre.deBaare

	Added conversion of HLOD transition screen size to new transition screen area values
	#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
	#misc Updated the default value to a screen size to screen area equivalent
	#JIRA UE-40518

Change 3256761 on 2017/01/13 by Mieszko.Zielinski

	Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4

	#jira UE-40589

Change 3256177 on 2017/01/12 by Josh.Adams

	- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
	#jira UE-40391

Change 3256131 on 2017/01/12 by Jamie.Dale

	Fixing log spam when trying to load an empty font data

	#jira UE-40555

Change 3256081 on 2017/01/12 by Arciel.Rekman

	Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).

	- Also deleted Debug version of it.
	- Change by yaakuro.

	#jira UE-40413

	(Edigrating CL 3256065 from Dev-Platform to Release-4.15)

Change 3256046 on 2017/01/12 by Jon.Nabozny

	Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.

	#jira UE-39212

Change 3255939 on 2017/01/12 by mason.seay

	Rebuilt lighting

	#jira UE-29618

Change 3255912 on 2017/01/12 by Olaf.Piesche

	Replicating fix from 3246828 for
	#jira UE-39249

Change 3255909 on 2017/01/12 by Rolando.Caloca

	UE4.15 - Support for choosing discrete AMD GPU
	#jira UE-40546

Change 3255835 on 2017/01/12 by Martin.Wilson

	Fix newly added virtual bones not being on screen.

	#jira UE-40516

Change 3255774 on 2017/01/12 by Mark.Satterthwaite

	Merging 3251926 for Richard.Wallis:
	#jira UE-38828

	Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.

	Using TGlobalResource to avoid constant resource allocation.  Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.

Change 3255771 on 2017/01/12 by Alexis.Matte

	Fix a crash when re-importing asset with no material
	#jira UE-40510

Change 3255746 on 2017/01/12 by Jon.Nabozny

	Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp

	#jira UE-0000

Change 3255659 on 2017/01/12 by Jon.Nabozny

	Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.

	(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)

	#jira UE-39212

Change 3255617 on 2017/01/12 by Ori.Cohen

	Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor

	#JIRA UE-40458

Change 3255536 on 2017/01/12 by Jamie.Dale

	Fixed crash when using an object picker against the 'Object' type

	This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).

	#jira UE-40408

Change 3255451 on 2017/01/12 by Chris.Wood

	Fixed read only text color in SCommentBubble
	[UE-40384] - Reference Viewer comment text is difficult to read

	Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.

	#jira UE-40384

Change 3255448 on 2017/01/12 by Chris.Wood

	Removed blinking cursor/caret on read only editable text layouts.
	[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts

	#jira UE-40502

Change 3255445 on 2017/01/12 by Marc.Audy

	Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
	#jira UE-00000

Change 3255441 on 2017/01/12 by Jon.Nabozny

	Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.

	#jira UE-40478

Change 3255407 on 2017/01/12 by Yannick.Lange

	VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
	- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
	- Added extra checks for other possible future cases
	#jira UE-39786 	UE-39789

Change 3255393 on 2017/01/12 by Chris.Bunner

	Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
	#jira UE-40517

Change 3255375 on 2017/01/12 by Steve.Robb

	CIS fix.

	#jira UE-39556

Change 3255334 on 2017/01/12 by samuel.proctor

	Corrected QA Container asset to remove pin warning.

	#jira UE-29618

Change 3255319 on 2017/01/12 by james.cobbett

	Fixing motion blur issue with test content for Pose Snapshots.

	#jira UE-29618

Change 3255247 on 2017/01/12 by Nick.Darnell

	Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods.  In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.

	That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window.  To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.

	#jira UE-40313

Change 3255236 on 2017/01/12 by Phillip.Kavan

	[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.

	- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)

	#jira UE-40131

Change 3255216 on 2017/01/12 by Rolando.Caloca

	UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
	#jira UE-40506

Change 3255206 on 2017/01/12 by Steve.Robb

	Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.

	#fyi mike.beach
	#jira UE-39556

Change 3255195 on 2017/01/12 by mason.seay

	Adjusted slope to fix platform discrepancy

	#jira UE-29618

Change 3255086 on 2017/01/12 by Jack.Porter

	Fix XboxOneShaderCompiler.cpp non-unity compilation
	#jira None

Change 3255085 on 2017/01/12 by Jack.Porter

	Missing HTML5 changes from CL 3254907
	#jira UE-39111

Change 3255031 on 2017/01/12 by Jack.Porter

	More iOS GoogleVR changes missing from CL 3254907
	#jira UE-39111

Change 3254991 on 2017/01/12 by Jack.Porter

	Missing file from CL 3254907
	#jira UE-39111

Change 3254907 on 2017/01/11 by Jack.Porter

	Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
	#jira UE-39111
	#jira UE-35849
	#jira UEMOB-35

Change 3254810 on 2017/01/11 by Arciel.Rekman

	Linux: fix for crash on exit (UE-40488).

	#jira UE-40488

Change 3254617 on 2017/01/11 by Peter.Sauerbrei

	remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
	#jira UE-39349

Change 3254489 on 2017/01/11 by mason.seay

	Other minor improvements to the map

	#jira UE-29618

Change 3254477 on 2017/01/11 by mason.seay

	Map tweaks to prevent the vehicle from getting stuck

	#jira UE-29618

Change 3254431 on 2017/01/11 by Mitchell.Wilson

	Rebuilt lighting on all StarterContent levels.
	#jira UE-40468

Change 3254333 on 2017/01/11 by mason.seay

	Adjusted lightmap on mesh to remove odd rendering splotches

	#jira UE-29618

Change 3254131 on 2017/01/11 by Rolando.Caloca

	UE4.15 - Missing dumped shaders
	#jira UE-40465

Change 3254126 on 2017/01/11 by Jeff.Fisher

	UE-40422 Vive Motion Controllers unable to Play Haptic Effect
	-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
	#jira UE-40422
	#review-3254084

Change 3254046 on 2017/01/11 by Mark.Satterthwaite

	Merging 3233811:
	Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
	#jira UE-39935

Change 3254021 on 2017/01/11 by james.cobbett

	Test content for Pose Snapshot testing

	#jira UE-29618

Change 3253993 on 2017/01/11 by Alexis.Matte

	Fix the morph target import
	#jira UE-40424

Change 3253948 on 2017/01/11 by mason.seay

	Fixed Level BP logic that was causing Access None error

	#jira UE-29618

Change 3253884 on 2017/01/11 by mason.seay

	Updated mesh colors on map.  Disabled motion blur

	#jira UE-29618

Change 3253862 on 2017/01/11 by mason.seay

	Disabled Always Show Mobile Input (turned on by accident)

	#jira UE-29618

Change 3253859 on 2017/01/11 by Mark.Satterthwaite

	Merging 3252866:
	Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
	#jira UE-40357

Change 3253854 on 2017/01/11 by Mark.Satterthwaite

	Merging 3252859:
	Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
	#jira UE-40410

Change 3253853 on 2017/01/11 by Mark.Satterthwaite

	Merging 3237394:
	Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
	#jira UE-39799

Change 3253852 on 2017/01/11 by Mark.Satterthwaite

	Merging 3236850:
	Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
	#jira UE-39801

Change 3253834 on 2017/01/11 by mason.seay

	Updated mobile input textures to be power of two

	#jira UE-29618

Change 3253807 on 2017/01/11 by Mark.Satterthwaite

	Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:

	3232641:
	- Eliminate redundant state changes in MetalRHI in the state cache.
	- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
	- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
	- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.

	3236788:
	Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.

	3233854:
	More information about texture type validation errors in Metal.

	3249742:
	Fix missing GPU particles on Mac.
	Pointers getting reused is causing the blendstate equality operator to fail.
	Simple workaround until we have time for a proper fix.

	#jira UE-40200

Change 3253636 on 2017/01/11 by Chris.Wood

	Improved tracking of runtime and debugger attachment for analytics purposes.
	[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
	[UE-39777] - Update MTBF IsDebugger state for every heartbeat
	[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
	[UE-39779] - UnrealWatchdog to send total run time of process

	Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.

	#jira UE-39780, UE-39777, UE-39778, UE-39779

Change 3253281 on 2017/01/10 by Dan.Oconnor

	Typo fix caused parameter in local struct definition to shadow the local
	#jira UE-40027

Change 3253231 on 2017/01/10 by Dan.Oconnor

	Mirror of 3253220
	These pins should infer together
	#jira UE-40427

Change 3253125 on 2017/01/10 by Uriel.Doyon

	Brought back CL 3242117 and 3238685, which  got lost on the way:
	- Fix for possiblel check fail when changin mobility of actors.
	- Fix for possible check fail when processing streaming data.
	#jira UE-39996

Change 3252936 on 2017/01/10 by Marc.Audy

	CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
	Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
	#jira UE-40027

Change 3252886 on 2017/01/10 by Lina.Halper

	Fix for invalid AnimCurves when curve is added while running

	#jira: UE-39826

Change 3252753 on 2017/01/10 by Frank.Fella

	Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.

	#jira UE-39836

Change 3252640 on 2017/01/10 by Lukasz.Furman

	fixed NavCollision losing user settings after any property change
	copy of 3252628
	#jira UE-40388

Change 3252614 on 2017/01/10 by Daniel.Wright

	UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty.  Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
	#jira UE-40406

Change 3252609 on 2017/01/10 by mason.seay

	Updated map with text actors for more visual clarity

	#jira UE-29618

Change 3252477 on 2017/01/10 by Daniel.Wright

	[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
	#jira UE-39852

Change 3252451 on 2017/01/10 by Daniel.Wright

	Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
	* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
	#jira UE-30089

Change 3252418 on 2017/01/10 by Ben.Zeigler

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.

Change 3252410 on 2017/01/10 by Max.Chen

	Sequencer : Filter sections on select in range

	Copy from Dev-Sequencer

	#jira UE-37854

Change 3252385 on 2017/01/10 by Max.Chen

	Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.

	#jira UE-39923

Change 3252360 on 2017/01/10 by Allan.Bentham

	Remove incorrect assert for iOS.
	#jira UE-40385

Change 3252297 on 2017/01/10 by mason.seay

	Test assets for suspending cloth simulation

	#jira UE-29618

Change 3252125 on 2017/01/10 by Mieszko.Zielinski

	Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4

	#jira UE-40099

Change 3251987 on 2017/01/10 by Allan.Bentham

	Fix HQ DoF
	#jira UE-35548

Change 3251856 on 2017/01/10 by Jack.Porter

	Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
	Added MakeBox and MakeBox2D kismet native functions
	Fixed box overlap test ignoring instance scale
	#jira UE-34409

Change 3251519 on 2017/01/09 by Daniel.Wright

	[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
	#jira UE-40055

Change 3251146 on 2017/01/09 by Lina.Halper

	Fix on stable track data carrying over to pose asset

	- decided to clean up track data in anim sequence since we don't really need that data anymore

	#jira: UE-40351
	#code review: Martin.Wilson

Change 3251056 on 2017/01/09 by Lina.Halper

	fixed crash when pose node contains stale data when updating source.

	#jira: UE-40258
	#code review; Thomas.Sarkanen

Change 3251035 on 2017/01/09 by Mitchell.Wilson

	Removed preview mesh in M_GodRay to resolve CIS warning.
	Relinked textures used in two materials to resolve CIS warnings.
	#jira UE-40350

Change 3250959 on 2017/01/09 by Mitchell.Wilson

	Updating master sequence playback end time so the final audio track can be heard.
	Updating multiple shots to resolve issues with audio not playing back properly.
	#jira UE-40321 UE-40335

Change 3250896 on 2017/01/09 by Andrew.Rodham

	Sequencer: Fixed level visibility not working in PIE

	#jira UE-40082

Change 3250895 on 2017/01/09 by Andrew.Rodham

	Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
	  - Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.

	#jira UE-40320

Change 3250830 on 2017/01/09 by Ben.Woodhouse

	Duplicated from //ue4/Release-4.14

	CL 3238182
	Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.

	It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.

	#jira UE-38818

Change 3250790 on 2017/01/09 by Lauren.Ridge

	Fixing backspace on VR Editor numberpad menu.

	#jira UE-39770

Change 3250681 on 2017/01/09 by Ben.Woodhouse

	Duplicated from dev-rendering@3249296:
	XB1/Fast semantics:
	Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
	This fixes bloom and diffuse irradiance issues
	The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
	#jira UE-39727
	#jira UE-40238

Change 3250680 on 2017/01/09 by Ben.Woodhouse

	Duplicated from dev-rendering@3238664
	Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
	Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
	#jira UT-6891
	#jira UE-39842
	#jira UE-39949

Change 3250609 on 2017/01/09 by Steve.Robb

	Maximum number of stats-using threads increased to 512.

	#jira UE-38153

Change 3250604 on 2017/01/09 by Andrew.Rodham

	Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties

	#jira UE-40327

Change 3250589 on 2017/01/09 by Matthew.Griffin

	Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
	Avoids unused configs and VS2013 files
	#jira UE-39171

Change 3250578 on 2017/01/09 by Matthew.Griffin

	Removed art tools from released build now that they are available separately on the Marketplace

Change 3250282 on 2017/01/07 by Mieszko.Zielinski

	Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4

	Reported by UT team.
	Replication of a fix from Dev-Framework that didn't make it to 4.15 stream

	#jira UE-40324

Change 3250276 on 2017/01/07 by Mieszko.Zielinski

	Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4

	#jira UE-31711

Change 3250219 on 2017/01/07 by Mieszko.Zielinski

	Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4

	#jira UE-31731

Change 3250147 on 2017/01/07 by Andrew.Rodham

	Added missing includes
	#jira UE-40019

Change 3250096 on 2017/01/06 by Nick.Shin

	refetch on timed out GET/POST requests

	correction to: UE_MakeHTTPDataRequest

	#jira UE-39992  Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"

Change 3249963 on 2017/01/06 by Mieszko.Zielinski

	removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4

	#jira UE-40099

Change 3249829 on 2017/01/06 by Alexis.Matte

	turn on the material name clash feature for the content browser importer.
	#jira UE-40298

Change 3249791 on 2017/01/06 by andrew.porter

	QAGame:  Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings

	#jira UE-29618

Change 3249755 on 2017/01/06 by Jamie.Dale

	Some fixes for object reference detection and notification when deleting assets

	#jira UE-40121

Change 3249727 on 2017/01/06 by James.Golding

	#jira UE-40242

Change 3249707 on 2017/01/06 by Mitchell.Wilson

	Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
	#jira UE-40311

Change 3249543 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3249506 on 2017/01/06 by Alexis.Matte

	Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
	#jira UE-40240

Change 3249477 on 2017/01/06 by Ori.Cohen

	Fix incorrect warning when moving kinematic objects during simulation.

	#JIRA UE-40290

Change 3249472 on 2017/01/06 by Andrew.Rodham

	Sequencer: Undo now works as expected when editing the properties of a key

	#jira UE-40019

Change 3249390 on 2017/01/06 by Mitchell.Wilson

	Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
	#jira UE-40300

Change 3249317 on 2017/01/06 by Alexis.Matte

	Fix a crash when loading skeletalmesh with no section
	#jira UE-40249

Change 3249294 on 2017/01/06 by Mitchell.Wilson

	Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
	#jira UE-40295

Change 3249213 on 2017/01/06 by Chris.Bunner

	Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
	#jira OR-33525, OR-33536, OR-33540, OR-33520

Change 3249135 on 2017/01/06 by Martin.Wilson

	Fix root motion issues on additive animations.
	- Fix scale issue on resetting root bone
	- Fix loss of root motion when animation is additive.

	#jira UE-40232

Change 3248522 on 2017/01/05 by Alexis.Matte

	Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
	#jira UE-40201

Change 3248271 on 2017/01/05 by Andrew.Rodham

	Sequencer: Only reset persistent evaluation data when the sequence has changed
	  - This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence

	#jira UE-40234

Change 3248092 on 2017/01/05 by Ben.Marsh

	UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.

Change 3248091 on 2017/01/05 by Marcus.Wassmer

	Tick renderthreadtickables in -onethread to avoid leaks.
	#jira UE-40248

Change 3248063 on 2017/01/05 by Marc.Audy

	Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
	#jira UE-40243

Change 3247995 on 2017/01/05 by Maciej.Mroz

	NativizationSummary object is always present.

	manually merged cl#3247985 from Dev-Blueprints
	#jira UE-40035

Change 3247873 on 2017/01/05 by Chad.Garyet

	Adding "Generate QA Labels" buildgraph node and automation script.
	Port of createNewLabel and createMinimumLabel python scripts into UAT
	#jira UEB-725

Change 3247855 on 2017/01/05 by Nick.Shin

	refetch on timed out GET/POST requests

	#jira UE-39992  Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"

Change 3247737 on 2017/01/05 by Marc.Audy

	static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
	#jira UE-40053

Change 3247723 on 2017/01/05 by mason.seay

	Asset for suspend cloth bug

	#jira UE-29618

Change 3247708 on 2017/01/05 by Mitchell.Wilson

	Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
	#jira UE-40195

Change 3247652 on 2017/01/05 by Martin.Wilson

	Fixes for animation notifies window
	-Fix notify not being removed from skeleton
	-Fix crash where editor is not refreshed after notify removal

	#jira UE-40154

Change 3247638 on 2017/01/05 by mason.seay

	Test assets for cloth suspension

	#jira UE-29618

Change 3247630 on 2017/01/05 by Alexis.Matte

	Prevent crash when the import fail and we have no staticmesh created
	#jira UE-40024

Change 3247556 on 2017/01/05 by Ben.Marsh

	Fix non-unity compile error.

Change 3247547 on 2017/01/05 by Jurre.deBaare

	Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
	#fix Unify path for both delete cluster options in the outliner UI
	#jira UE-40066

Change 3247539 on 2017/01/05 by Benn.Gallagher

	Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
	#jira UE-40199

Change 3247515 on 2017/01/05 by Allan.Bentham

	Fix inverted planar reflections when mobileLDR
	Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
	#jira UE-32868

Change 3247502 on 2017/01/05 by Dmitriy.Dyomin

	Fixed: Single digit frame rate when sculpting landscape foliage.
	#jira UE-39532

Change 3247232 on 2017/01/04 by Ben.Marsh

	Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.

	#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144

Change 3247002 on 2017/01/04 by Chris.Babcock

	Changed Vulkan hitchy pipeline log message verbosity
	#jira UE-38354
	#ue4
	#android
	#dontbackcopy

Change 3246927 on 2017/01/04 by matt.barnes

	Updating QAGame content to facilitate UEQATC-2969

	#jira UE-29618

Change 3246894 on 2017/01/04 by Mike.Beach

	Mirroring CL 3245322 from Dev-BP

	Fixed a crash when implementing a native interface in a BP

	#jira UE-40155, UE-40203

Change 3246830 on 2017/01/04 by Chris.Bunner

	Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
	#jira UE-39756

Change 3246816 on 2017/01/04 by Jon.Nabozny

	Fix Anim Notifies Tab not opening in Animation Editor.

	#JIRA UE-40134

Change 3246804 on 2017/01/04 by Ori.Cohen

	Touch engine file to trigger re-link.

	#JIRA UE-40156

Change 3246709 on 2017/01/04 by mason.seay

	Updated map

	#jira UE-29618

Change 3246606 on 2017/01/04 by Ori.Cohen

	Fix for sweeps taking too long time (OR-32839).

	- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
	- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
	- NVidia is aware and will investigate a better solution.

	#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
	#JIRA UE-40156

Change 3246571 on 2017/01/04 by Marc.Audy

	Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
	#jira UE-39994

Change 3246527 on 2017/01/04 by tim.gautier

	QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback

	#jira UE-29618

Change 3246480 on 2017/01/04 by mason.seay

	Map update

	#jira UE-29618

Change 3246470 on 2017/01/04 by Ori.Cohen

	Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
	#JIRA UE-00000

Change 3246413 on 2017/01/04 by Jon.Nabozny

	Cube asset did not have Tri Meshes. Reimported to fix the issue.
	-- Copied from 3233164 --

	#jira UE-39657

Change 3246388 on 2017/01/04 by Jon.Nabozny

	Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
	-- Copied from 3239735 (bot health fixed by a different CL) --

	#jira UE-39387

Change 3246352 on 2017/01/04 by Jon.Nabozny

	Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
	This requires the use of a new bool bTraceWithChannel which is enabled by default.
	-- Copied from 3239765 --

	#JIRA UE-39726

Change 3246341 on 2017/01/04 by Ori.Cohen

	Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.

	#JIRA UE-39508

Change 3246178 on 2017/01/04 by Andrew.Rodham

	Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
	  - This is to reconcile the movie scene sequence player with previous behaviour

	#jira UE-40076

Change 3246102 on 2017/01/04 by Benn.Gallagher

	Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
	#jira UE-39811

Change 3246100 on 2017/01/04 by Benn.Gallagher

	Fixed ensure triggered when using root motion with sub instances
	Fixed crash reinstancing an active anim class that had subinstances
	#jira UE-39582
	#jira UE-39579

Change 3246092 on 2017/01/04 by Marc.Audy

	PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
	#jira UE-40098

Change 3246084 on 2017/01/04 by Matthew.Griffin

	Remove bad files

Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt

	Fixed all non-editable text properties having a double disabled effect.  The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.

	#jira UE-39652

Change 3246043 on 2017/01/04 by Steve.Robb

	Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty.  This is both more efficient and will hopefully make it easier to diagnose the issue.

	#jira UE-39872

Change 3246032 on 2017/01/04 by Martin.Wilson

	Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)

	#jira UE-40105

Change 3246016 on 2017/01/04 by Andrew.Rodham

	Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
	  - This allows us to edit such properties on context menus

	#jira UE-39998

Change 3246005 on 2017/01/04 by Thomas.Sarkanen

	Fixed asset attachment issues in Skeleton Tree

	Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
	The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
	The attach parent name was not initialized, so assets could not be deleted one at a time.

	#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
	#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree

Change 3246002 on 2017/01/04 by Andrew.Rodham

	Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences

	#jira UE-39975

Change 3245979 on 2017/01/04 by Andrew.Rodham

	Sequencer: Fixed scrubbing audio tracks not working propertly

	#jira UE-40048

Change 3245978 on 2017/01/04 by Andrew.Rodham

	Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction

	#jira UE-39998

Change 3245977 on 2017/01/04 by Andrew.Rodham

	Sequencer: Fixed crash caused by lingering persistent evaluation data

	#jira UE-40064

Change 3245971 on 2017/01/04 by Dmitriy.Dyomin

	Fixed: Using Set World Origin Location will cause the player pawn to stutter
	#jira UE-40022

Change 3245725 on 2017/01/03 by Matt.Barnes

	Further improvments on test assets for UEQATC-2963

	#jira UE-29618

Change 3245658 on 2017/01/03 by Arciel.Rekman

	Linux: fix ARM32 build (UE-39913).

	#jira UE-39913

	(Redoing CL 3240982 from Dev-Platform in Release-4.15)

Change 3245577 on 2017/01/03 by Mason.Seay

	More vehicle updates

	#jira UE-29618

Change 3245556 on 2017/01/03 by Matt.Barnes

	Updating test content for UEQATC-2963

	#jira UEQATC-2963

Change 3245461 on 2017/01/03 by mason.seay

	Updating Inertia Tensor Scale to improve Vehicle Handling

	#jira UE-40013

Change 3245442 on 2017/01/03 by Jeff.Fisher

	UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
	-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread.  The flush fixes that.  The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
	#jira UEVR-495
	#review-3245374

Change 3245427 on 2017/01/03 by Jeff.Fisher

	UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
	-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
	-This is useful for apps that have 2d and vr modes.
	#jira UEVR-456
	#review-3245372

Change 3245329 on 2017/01/03 by mason.seay

	Level and vehicle tweaks

	#jira UE-29618

Change 3245275 on 2017/01/03 by Chris.Babcock

	Added EngineVersion to AndroidManfiest.xml metadata
	#jira UE-40123
	#ue4
	#android

Change 3245235 on 2017/01/03 by Guillaume.Abadie

	Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.

	#jira UE-39527

Change 3245183 on 2017/01/03 by Chris.Babcock

	Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
	#jira UE-40103
	#PR #3085
	#ue4
	#android

Change 3245120 on 2017/01/03 by mason.seay

	Missed some assets

	#jira UE-29618

Change 3245116 on 2017/01/03 by mason.seay

	Mass fucntional test

	#jira UE-29618

Change 3245049 on 2017/01/03 by Ben.Marsh

	PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)

Change 3244924 on 2017/01/03 by Ben.Zeigler

	#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072

Change 3244831 on 2017/01/03 by Mitchell.Wilson

	Fixed hole in collision around level.
	#jira UE-39576

Change 3244817 on 2017/01/03 by Matthew.Griffin

	Change check for files being under engine directory to avoid problems with relative paths
	#jira UE-40096

Change 3244801 on 2017/01/03 by Andrew.Rodham

	Editor: Fixed color picker not working when opened from a details panel on a context menu
	  - When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
	  - Added the ability to find an open menu from a widget path to FSlateApplication

	#jira UE-39932

Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3244672 on 2017/01/03 by Ben.Marsh

	Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.

Change 3244668 on 2017/01/03 by Thomas.Sarkanen

	Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar

	Options were in the asset menu before.

	#jira UE-39643 - Missing "Reimport" option for animation assets

Change 3244667 on 2017/01/03 by Thomas.Sarkanen

	Reduced default URO distances in-line with new LOD calculations

	New values should give (roughly) the same effect as the older values with the older system.

	#jira UE-39939 - URO LOD distance factors different with the new screen size metric

Change 3244654 on 2017/01/03 by Matthew.Griffin

	Added functionality to specify Loading Phase for plugin templates
	Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
	#jira UE-38826

Change 3244631 on 2017/01/03 by Dmitriy.Dyomin

	Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
	#jira UE-37368

Change 3244548 on 2017/01/02 by Jack.Porter

	Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
	#jira UE-39905

Change 3244389 on 2016/12/30 by Phillip.Kavan

	[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.

	Mirrored from //UE4/Dev-Blueprints (CL# 3244388).

	#jira UE-39816

Change 3244248 on 2016/12/29 by laz.matech

	Saved the new sublevel in the persistent level and set it to hidden by default

	#jira UE-29618

Change 3244213 on 2016/12/29 by laz.matech

	Added a sublevel to QA-Sequencer map

	#jira UE-29618

Change 3243857 on 2016/12/27 by samuel.proctor

	Altered Container asset to have proper console input

	#jira UE-29618

Change 3243852 on 2016/12/27 by Mason.Seay

	Forgot config file

	#jira UE-29618

Change 3243847 on 2016/12/27 by mason.seay

	Improved mobile input

	#jira UE-29618

Change 3243536 on 2016/12/24 by Phillip.Kavan

	[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).

	Mirrored from //UE4/Dev-Blueprints (CL# 3243210).

	#jira UE-39944

Change 3243535 on 2016/12/24 by Phillip.Kavan

	[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.

	Mirrored from //UE4/Dev-Blueprints (CL# 3243207).

	#jira UE-39816

Change 3243534 on 2016/12/24 by Phillip.Kavan

	[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.

	Mirrored from //UE4/Dev-Blueprints (CL# 3239965).

	#jira UE-39733

Change 3243532 on 2016/12/24 by Phillip.Kavan

	[UE-39854] Fix nativized assets build error when there are no native code dependencies.

	Mirrored from //UE4/Dev-Blueprints (CL# 3239778).

	#jira UE-39854

Change 3243529 on 2016/12/24 by Phillip.Kavan

	[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.

	Mirrored from //UE4/Dev-Blueprints (CL# 3239289).

	#jira UE-38999

Change 3243442 on 2016/12/23 by mason.seay

	QAGame cleanup - Replacing copy pose from mesh test assets

	#jira UE-29618

Change 3243215 on 2016/12/22 by Dmitriy.Dyomin

	Fixed: Switching to ES2 feature level preview renders black in editor
	#jira UE-40009

Change 3243185 on 2016/12/22 by Ryan.Vance

	#jira UEVR-478
	Integrating 3235308 Mono changes from DevVR.

Change 3243183 on 2016/12/22 by Ryan.Vance

	#jira UEVR-455
	Integrating 3243173 post present call back implementation from 4.14.1

Change 3243182 on 2016/12/22 by Ryan.Vance

	#jira UE-39269
	Working around a nullptr deref in the Oculus runtime.

Change 3243153 on 2016/12/22 by mason.seay

	WIP map update

	#jira UE-29618

Change 3243128 on 2016/12/22 by andrew.porter

	QAGame: Adding Actor Sequence test content for a crash.

	#jira UE-29618

Change 3243117 on 2016/12/22 by Jeff.Fisher

	UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
	-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
	-We now defer setting up controllers that are disconnected.  This lets connected controllers, that may have hand preference from steam, occupy their desired hands first.  If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
	-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference.  Power off the 'right' prefering controller.  Start the game with only the no-preference controller on.  The game will put that controller in the right slot, because the api gives it no other hints.  Then power on the controller that preferred 'right'.  That controller will now be assigned left, because right is occupied.  I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
	-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well.  That did not work before either.  A new Jira was created for that.
	#2659
	#jira UE-34004
	#review-3231154

Change 3243093 on 2016/12/22 by mason.seay

	Some tweaks to vehicle levels

	#jira UE-29618

Change 3243084 on 2016/12/22 by andrew.porter

	QAGame: Cleaned up Sequencer_OverrideBindings

	#jira UE-29618

Change 3243009 on 2016/12/22 by andrew.porter

	QAGame: Renaming actor in Sequencer_OverrideBindings.

	#jira UE-29618

Change 3243003 on 2016/12/22 by andrew.porter

	QAGame: Removing override bindings from level sequence

	#jira UE-29618

Change 3242996 on 2016/12/22 by andrew.porter

	QAGame: Slight tweak to QA-Sequencer.

	#jira UE-29618

Change 3242982 on 2016/12/22 by Marc.Audy

	Properly reenable stats sounds in both game and level editor
	#jira UE-40015

Change 3242959 on 2016/12/22 by mason.seay

	Test map for vehicles and moving meshes

	#jira UE-29618

Change 3242934 on 2016/12/22 by andrew.porter

	QAGame: Adding test content to QA-Sequencer for Override Bindings

	#jira UE-29618

Change 3242870 on 2016/12/22 by Mason.Seay

	QAGame footprint reduction: Clearing out content (were in for old bug reports)

	#jira UE-29618

Change 3242799 on 2016/12/22 by tim.gautier

	QAGame - Adding the following assets for Sequencer Event Track testing:

	-TM-Sequencer_EventTrack + BuildData

	-QA_LightStruct

	-Sequencer_EventTrack

	#jira UE-29618

Change 3242792 on 2016/12/22 by samuel.proctor

	Correcting Container test asset for proper output

	#jira UE-29618

Change 3242727 on 2016/12/22 by Dmitriy.Dyomin

	Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
	#jira UE-40005

Change 3242666 on 2016/12/22 by Dmitriy.Dyomin

	Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
	#jira UE-39534

Change 3242373 on 2016/12/21 by Ori.Cohen

	Allow vehicles to override inertia tensor after any mass properties have changed.
	#JIRA UE-39566

Change 3242323 on 2016/12/21 by Josh.Adams

	- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
	#jira UE-39966

Change 3242286 on 2016/12/21 by mason.seay

	Vehicle Assets and Maps

	#jira UE-29618

Change 3242284 on 2016/12/21 by Marc.Audy

	Fix "stat sounds" not working after PIE completes and a new one is begun
	#jira UE-32743
	#jira UE-39511

Change 3242281 on 2016/12/21 by Ori.Cohen

	Fix multi select being very slow in phat
	#JIRA UE-39559

Change 3242229 on 2016/12/21 by Ben.Marsh

	Fixup workspace for building PhysX.

Change 3242227 on 2016/12/21 by Marc.Audy

	Properly update listener position for stat sounds
	#jira UE-38850

Change 3242218 on 2016/12/21 by Ori.Cohen

	Fix physx html5 compilation APEX issue.

	#JIRA UE-39566

Change 3242174 on 2016/12/21 by Ori.Cohen

	Fix incorrect moment of inertia for convex elements with translation.

	#JIRA UE-39566

Change 3242145 on 2016/12/21 by Ori.Cohen

	Port 4.14 hotfix for vehicle stability

	#JIRA UE-38710

Change 3242139 on 2016/12/21 by Ori.Cohen

	Port 4.14 hotfix:
	Fix crash when setting collision trace in construction script.

	#JIRA UE-39341

Change 3242088 on 2016/12/21 by Alexis.Matte

	Fix the drag and drop material on level instance to drop on the correct material slot
	Fix the serialization of the staticmesh property FMeshSectionInfoMap
	#jira UE-39952

Change 3242081 on 2016/12/21 by Andrew.Rodham

	Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.

	#jira UE-39851

Change 3242079 on 2016/12/21 by Andrew.Rodham

	Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
	  - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
	  - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer

	#jira UE-39882

Change 3242078 on 2016/12/21 by Andrew.Rodham

	Sequencer: Fixed crash when deactivating a section in sequencer

	#jira UE-39880

Change 3242026 on 2016/12/21 by Josh.Adams

	- Fixed compile errors in tools after NVNRHI move
	#jira UE-39966

Change 3241994 on 2016/12/21 by andrew.porter

	QAGame: Disabled auto play on Sequencer_AnimNotify.

	#jira UE-29618

Change 3241989 on 2016/12/21 by Mitchell.Wilson

	Resolving CIS warnings in Content examples.
	Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
	#jira UE-39984

Change 3241986 on 2016/12/21 by mason.seay

	Vehicle Landscape Test map (mainly for crash investigation)

	#jira UE-29618

Change 3241914 on 2016/12/21 by Josh.Adams

	- Removed invalid and confusing .ini settings
	#jira UE-39982

Change 3241902 on 2016/12/21 by Josh.Adams

	- Moved NVNRHI stuff out of RHI.Build.cs
	#jira UE-39966

Change 3241889 on 2016/12/21 by andrew.porter

	QAGame: Added new level sequence to QA-Sequencer level

	#jira UE-29618

Change 3241884 on 2016/12/21 by Alexis.Matte

	Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
	#jira UE-39834

Change 3241869 on 2016/12/21 by andrew.porter

	QAGame: Adding test content for Sequencer Animation Notifies

	#jira UE-29618

Change 3241809 on 2016/12/21 by Chris.Wood

	Fix non-unity build errors in UnrealWatchdog.
	[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp

	PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)

	#jira UE-39940

Change 3241806 on 2016/12/21 by Marc.Audy

	Don't unload and then reload streaming levels that are marked to be hidden.
	#jira UE-39883

Change 3241802 on 2016/12/21 by Marc.Audy

	Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
	Do not allow Modify calls on Objects that have not been initialized
	#jira UE-39731

Change 3241790 on 2016/12/21 by Marc.Audy

	Don't rerun construction scripts when an actor has seamless traveled from another level
	#jira UE-39699

Change 3241789 on 2016/12/21 by Marc.Audy

	Check Owner has a valid world before trying to access Scene (4.14.2)
	#jira UE-39560

Change 3241786 on 2016/12/21 by Marc.Audy

	Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
	#jira UE-39407

Change 3241781 on 2016/12/21 by Mitchell.Wilson

	Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
	#jira UE-30953

Change 3241747 on 2016/12/21 by mason.seay

	Tag Query test map and assets

	#jira UE-29618

Change 3240938 on 2016/12/20 by Ben.Marsh

	Remaking QFE fixes from 4.14 branch.

Change 3240740 on 2016/12/20 by Ben.Marsh

	Update branch name for analytics.

[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
Marcus Wassmer
5bb93c997e Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742)
#lockdown Nick.Penwarden
#rb none

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

Change 3232283 on 2016/12/13 by Ben.Woodhouse

	D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
	#jira UE-36999

Change 3232641 on 2016/12/13 by Mark.Satterthwaite

	- Eliminate redundant state changes in MetalRHI in the state cache.
	- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
	- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
	- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.

Change 3232661 on 2016/12/13 by Mark.Satterthwaite

	Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later.

Change 3232759 on 2016/12/13 by Ben.Woodhouse

	Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN
	https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html

Change 3232803 on 2016/12/13 by Ben.Marsh

	Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well.

Change 3232836 on 2016/12/13 by Ben.Marsh

	Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs.

Change 3232974 on 2016/12/13 by Rolando.Caloca

	DR - Refactor common code to UWorld::RecreateScene
	#jira UE-36719
	PR #2824

Change 3232976 on 2016/12/13 by Ben.Marsh

	Add missing dependency on tools node for Mac cooks. Need to compile SCW first.

Change 3233289 on 2016/12/13 by Olaf.Piesche

	Fixing potentially broken spot/point light fade with old content; initialize new properties properly

Change 3233811 on 2016/12/13 by Mark.Satterthwaite

	Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.

Change 3233854 on 2016/12/13 by Mark.Satterthwaite

	More information about texture type validation errors in Metal.

Change 3234650 on 2016/12/14 by Rolando.Caloca

	DR - vk - Fix bad aspect on depth cubemaps

Change 3234651 on 2016/12/14 by Rolando.Caloca

	DR - vk - Fix for 32 bit crash on dump layer

Change 3234813 on 2016/12/14 by Guillaume.Abadie

	Fixes texture mask static lighting when using GBuffer selective outputs.

	#jira UE-39527

Change 3235047 on 2016/12/14 by Uriel.Doyon

	Refactored HLOD texture streaming strategy to separate forced load from visibility.
	Added an incremental update in the last stage of the texture streaming update load to clear any pending work.
	Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything.

Change 3235317 on 2016/12/14 by Uriel.Doyon

	Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo.

Change 3235431 on 2016/12/14 by Rolando.Caloca

	DR - Fix for Vulkan drawing black

Change 3236788 on 2016/12/15 by Mark.Satterthwaite

	Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.

Change 3236850 on 2016/12/15 by Mark.Satterthwaite

	Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
	#jira UE-39801

Change 3237002 on 2016/12/15 by Benjamin.Hyder

	submitting updated TM-Shadermodels map

Change 3237312 on 2016/12/15 by Rolando.Caloca

	DR - Change more macros to lambdas

Change 3237394 on 2016/12/15 by Mark.Satterthwaite

	Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
	#jira UE-39799

Change 3237490 on 2016/12/15 by Daniel.Wright

	Fixed ULandscapeComponent::GetUsedMaterials

Change 3237597 on 2016/12/15 by Ben.Woodhouse

	Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.

	It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.

Change 3237654 on 2016/12/15 by Daniel.Wright

	Non-editor compile fix

Change 3238229 on 2016/12/16 by Rolando.Caloca

	DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it

Change 3238236 on 2016/12/16 by Rolando.Caloca

	DR - Compile fixes

Change 3238280 on 2016/12/16 by Marc.Olano

	Small optimization to Lanczos-3 upsample shader code.

Change 3238321 on 2016/12/16 by Rolando.Caloca

	DR - Compile fix

Change 3238331 on 2016/12/16 by Rolando.Caloca

	DR - compile fix

Change 3238495 on 2016/12/16 by Marc.Olano

	Replace TEA random number generator with PCG.

	Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled.

Change 3238496 on 2016/12/16 by Marc.Olano

	Tone mapping fix for OR-31752, cherry picked from Orion 3208273

	Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance.

Change 3238520 on 2016/12/16 by Rolando.Caloca

	DR - CIS Fix

Change 3238571 on 2016/12/16 by Rolando.Caloca

	DR - CIS fix

Change 3238605 on 2016/12/16 by Daniel.Wright

	Sharing IndirectLightingCacheTextureSampler samplers

Change 3238626 on 2016/12/16 by Daniel.Wright

	Ray Traced Distance Field Shadow optimizations
	* Tighter light space tile culling
	* Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance
	* Depth bounds test on upsample
	* Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality
	* RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes

Change 3238652 on 2016/12/16 by Rolando.Caloca

	DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead

Change 3238855 on 2016/12/16 by Rolando.Caloca

	DR - Added FRHITexture2D GetSizeXY

Change 3238881 on 2016/12/16 by Rolando.Caloca

	DR - CIS fix

Change 3239008 on 2016/12/16 by Arne.Schober

	DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands

Change 3239012 on 2016/12/16 by Arne.Schober

	DR - missing file

Change 3239255 on 2016/12/17 by Rolando.Caloca

	DR - Remove shader clears from D3D11

Change 3239690 on 2016/12/19 by Rolando.Caloca

	DR - vk - Misc fixes from 1.0.37.00 SDK warnings

Change 3239964 on 2016/12/19 by Rolando.Caloca

	DR - Fix click on editor not showing selected

Change 3239995 on 2016/12/19 by Rolando.Caloca

	DR - Enable dist field on GL4 & Vulkan SM5

Change 3240162 on 2016/12/19 by Daniel.Wright

	Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code

Change 3240163 on 2016/12/19 by Daniel.Wright

	Distance field self shadowing controls for hiding world position offset self-shadow artifacts
	* Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows
	* Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground

Change 3240271 on 2016/12/19 by Daniel.Wright

	Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough.  Saves 10mb of tile culling buffers.

Change 3240282 on 2016/12/19 by Rolando.Caloca

	DR - Proper fix for hit proxies clear
	- Added missing stencil ref to DrawClearQuad

Change 3240316 on 2016/12/19 by Rolando.Caloca

	DR - vk - Fixed some new 1.0.37.0 warnings

Change 3240354 on 2016/12/19 by Rolando.Caloca

	DR - Dev shaders on sm4/5

Change 3240759 on 2016/12/20 by Rolando.Caloca

	DR - Fix bad crc on GL element declarations

Change 3240895 on 2016/12/20 by Rolando.Caloca

	DR - vk - Swapchain fixes

Change 3241057 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix resize on desktop

Change 3241112 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix 1.0.37.0 warnings
	- Ignore some warnings we know we can't fix

Change 3241310 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix crash

Change 3241417 on 2016/12/20 by Daniel.Wright

	[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios

Change 3241990 on 2016/12/21 by Daniel.Wright

	Converted DistanceFieldVolume data to BulkData
	* FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s

Change 3242005 on 2016/12/21 by Daniel.Wright

	Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity

Change 3242295 on 2016/12/21 by Bob.Tellez

	Duplicating CL#3242294 from //Fortnite/Main

	#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled

Change 3242487 on 2016/12/21 by Marcus.Wassmer

	Fix typo

Change 3243091 on 2016/12/22 by Daniel.Wright

	Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS

Change 3243161 on 2016/12/22 by Uriel.Doyon

	New async tasks for the streaming update. Optimizing the biggest frame cost.

Change 3243179 on 2016/12/22 by Uriel.Doyon

	Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask

Change 3243236 on 2016/12/22 by Daniel.Wright

	Fixed DFAO bilateral upsample
	* Depth buffer was being unbound due to lack of DepthRead_StencilNop

Change 3243452 on 2016/12/23 by Ben.Woodhouse

	Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners
	#jira UE-35247

Change 3243512 on 2016/12/23 by Uriel.Doyon

	Improved task system for texture streaming.

Change 3243742 on 2016/12/26 by Rolando.Caloca

	DR - vk - Fix UAV clears
	- Removed old validation layer
	- Print found device layers

Change 3243745 on 2016/12/27 by Rolando.Caloca

	DR - vk - Fix for texture cube arrays
	- Warning for ClearUAVs

Change 3243762 on 2016/12/27 by Rolando.Caloca

	DR - vk - Always use pipeline cache

Change 3244450 on 2016/12/31 by Rolando.Caloca

	DR - vk - Pre reqs for separate transfer queue

Change 3244453 on 2016/12/31 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3244756 on 2017/01/03 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3244757 on 2017/01/03 by Marcus.Wassmer

	Niagara is still experimental in non-task branches.

Change 3245059 on 2017/01/03 by Benjamin.Hyder

	Submitting TM-TrigNodes map

Change 3245500 on 2017/01/03 by Olaf.Piesche

	Compile fix #1 for post-merge problems

Change 3245572 on 2017/01/03 by Olaf.Piesche

	(Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool.

Change 3245683 on 2017/01/03 by Marcus.Wassmer

	Fix some niagara warnings

Change 3245732 on 2017/01/03 by Marcus.Wassmer

	Fix Niagara compile on clang platforms.
	Fix a few warnings / static analysis things as well.

Change 3246403 on 2017/01/04 by Rolando.Caloca

	DR - vk - Fix bogus warning

Change 3246432 on 2017/01/04 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3246538 on 2017/01/04 by Rolando.Caloca

	DR - vk - Show hitch time for compute psos

Change 3246580 on 2017/01/04 by Rolando.Caloca

	DR - vk - compile fix

Change 3246610 on 2017/01/04 by Rolando.Caloca

	DR - Compute PSO pre reqs

Change 3246707 on 2017/01/04 by Marcus.Wassmer

	Add missing integer operations to UnrealMathDirectX.h

Change 3246786 on 2017/01/04 by Marcus.Wassmer

	Avoid public dependency build errors.  Should probably just remove the DDCUtils module instead

Change 3246828 on 2017/01/04 by Olaf.Piesche

	UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view.

Change 3247026 on 2017/01/04 by Rolando.Caloca

	DR - Remove CrossCompilerTool as it's not required anymore

Change 3247086 on 2017/01/04 by Marcus.Wassmer

	Remove includes for Core.h monolithic header

Change 3247227 on 2017/01/04 by Marcus.Wassmer

	Fix typo and compile errors.

Change 3247228 on 2017/01/04 by Marcus.Wassmer

	Use crossplatform intrinsics

Change 3247229 on 2017/01/04 by Marcus.Wassmer

	Implement missing integer NEON operations.
	Change NEON vectorint to match name and sign from other platforms

Change 3247245 on 2017/01/04 by Marcus.Wassmer

	Fixing various warnings/errors from clang platforms (Mac/Linux)

Change 3247331 on 2017/01/04 by Marcus.Wassmer

	More Mac/clang fixes

Change 3247958 on 2017/01/05 by Marcus.Wassmer

	VectorInt < - > Float ops should be conversions not reinterpret cast

Change 3247959 on 2017/01/05 by Marcus.Wassmer

	Add missing ops to non-vector header

Change 3247964 on 2017/01/05 by Rolando.Caloca

	DR - Temp fix for crash
	#jira UE-40211

Change 3248067 on 2017/01/05 by Rolando.Caloca

	DR - Static analysis fixes
	#jira UE-40167

Change 3248284 on 2017/01/05 by Rolando.Caloca

	DR - Linuix Compile fix
	#jira UE-40260

Change 3248288 on 2017/01/05 by Rolando.Caloca

	DR - Linux compile fix
	#jira UE-40264

Change 3248399 on 2017/01/05 by Brian.Karis

	Filtered importance sampling for envmap prefiltering.

	Fixed SSR on clearcoat with skylight only.

Change 3248503 on 2017/01/05 by Rolando.Caloca

	DR - Linux fixes
	#jira UE-40264

Change 3248666 on 2017/01/05 by Brian.Karis

	Fix GL compile error

Change 3248740 on 2017/01/05 by Marcus.Wassmer

	Fix linux and clang errors/warnings

Change 3248851 on 2017/01/05 by Marcus.Wassmer

	Simplest fix for ES2 compile errors

Change 3249217 on 2017/01/06 by Simon.Tovey

	Speculative fix for static analysis warning

Change 3249296 on 2017/01/06 by Ben.Woodhouse

	XB1/Fast semantics:
	Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
	This fixes bloom and diffuse irradiance issues
	The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
	#jira UE-39727
	#jira UE-40238

Change 3249300 on 2017/01/06 by Ben.Woodhouse

	Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296

Change 3249387 on 2017/01/06 by Rolando.Caloca

	DR - Fix GL clear issues
	#jira UE-40254

Change 3249435 on 2017/01/06 by Ben.Woodhouse

	Duplicated from UT CL 3238664
	Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
	Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
	#jira UT-6891
	#jira UE-39842

Change 3249721 on 2017/01/06 by Marcus.Wassmer

	Remove final references to non-existent Niagara data

Change 3249742 on 2017/01/06 by Marcus.Wassmer

	Fix missing GPU particles on Mac.
	Pointers getting reused is causing the blendstate equality operator to fail.
	Simple workaround until we have time for a proper fix.

[CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
Max Preussner
8e9b51aeff Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3237992)
#lockdown Nick.Penwarden
#rb none

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

Change 3136778 on 2016/09/22 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3179199 on 2016/10/29 by Max.Chen

	Sequencer: Fade only oin the current player context, not on all worlds.

	Copy from Release-4.14. Copied fix to FadeTrackInstance to FadeTemplate.

	#jira UE-37939

Change 3179340 on 2016/10/29 by Max.Preussner

	PS4Media: Fixed audio track dropping first frame

Change 3180391 on 2016/10/31 by Max.Preussner

	UdpMessaging: nulling out message processor in destructor

Change 3180459 on 2016/10/31 by Max.Chen

	Sequencer: Fix copy/paste crash in UMG.

Change 3180607 on 2016/10/31 by Andrew.Rodham

	UMG: Fixed parent bindings not being adhered to correctly. Fixed slot widgets that get recreated not having their object bindings updated.

	#jira UE-38021
	#jira UE-38018

Change 3181405 on 2016/11/01 by Lina.Halper

	#ANIM/SEQUCNER: sequencer animation blending support including additive
	 - created multiway blend node - extension of two way blend
	 - created anim sequencer instance to be used in sequencer for blending multiple animations and additives
	 - hooked up to sequencer track players

	- renamed AnimationNode_TwoWay to AnimNode_TwoWay to be consistent with other node names.
	- Make sure you can't choose montage when selecting animation in Sequencer
	- Fixed Anim BP playing with multi group montages

	#code review: Max.Chen

Change 3181870 on 2016/11/01 by Andrew.Rodham

	Sequencer: Made sequence pointers stored in sequence template instances weak object ptrs

	  - We can't guarantee the lifetime of the objects here

	#jira UE-38051

Change 3182851 on 2016/11/02 by Andrew.Rodham

	Sequencer: Assert that a GetScriptStructImpl has been overridden correctly on templates

Change 3182852 on 2016/11/02 by Andrew.Rodham

	Sequencer: Added 'Restore Animated State' command (CTRL+R) and button to sequencer toolbar

Change 3183161 on 2016/11/02 by Max.Preussner

	Media: Added supported file extensions & URL schemes

Change 3183476 on 2016/11/02 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3185181 on 2016/11/03 by Max.Chen

	Sequencer: Refactor general options button menu into play options and select options. Add Select Sections in Selection Range and Select All in Selection Range.

	Fix issues with convert to spawanble and convert to possessable. Convert to possessable now deletes the spawn track so that it's not left lying around, which when deleted would end up deleting the converted possessable actor.

	#jira UE-37854

Change 3185184 on 2016/11/03 by Max.Chen

	Sequencer: Add hotkey to toggle camera cut track lock/unlock camera.

Change 3185409 on 2016/11/03 by Max.Chen

	Sequencer: Fix crash in skeletal mesh section drawing.

	#jira UE-38090

Change 3185444 on 2016/11/03 by Max.Chen

	UMG: Expose label browser for UMG

Change 3185662 on 2016/11/03 by Max.Chen

	Sequencer: Paste track fixes.

	 - Loosen restrictions on paste track destination.  This allows the paste to operate on spawnables and on properties that don't have an explicit Set function.
	 - Allow pasting onto all types of tracks, not just property tracks.
	 - Fix when pasting the copied tracks onto multiple objects.

	Tested pasting transform tracks from possessable to spawnables.
	Tested pasting skeletal animation tracks from spawnable to possessables.

	#jira UETOOL-1206

Change 3185920 on 2016/11/03 by Andrew.Porter

	Adding test content for multiple audio video tracks.

Change 3186404 on 2016/11/03 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3187957 on 2016/11/04 by Max.Preussner

	MediaAssets: Exposed CanPlaySource in BP

Change 3187988 on 2016/11/05 by Max.Preussner

	Fixed documentation

Change 3188035 on 2016/11/05 by Max.Chen

	Sequencer: Show camera name in cinematic viewport.

	#jira UE-28115

Change 3188603 on 2016/11/07 by Max.Preussner

	WmfMedia: Added missing nullptr check

Change 3188788 on 2016/11/07 by Max.Preussner

	MediaPlayerEditor: Removed property buttons from PlatformMediaSource customization (UE-37948)

	#jira UE-37948

Change 3188808 on 2016/11/07 by Max.Preussner

	MediaAssets: Moved media player implementation into reusable class
	Also moved overlay text handling into separate asset.

Change 3188919 on 2016/11/07 by Max.Preussner

	Media: Changed the handling of invalid media and media that failed to open (UE-38014)

	#jira UE-38014

Change 3189112 on 2016/11/07 by Max.Preussner

	WmfMedia: Added rudimentary H.265 HEVC support for Windows 10 (UE-38324)

	#jira UE-38324

Change 3189376 on 2016/11/07 by Max.Preussner

	WmfMedia: Removed Windows specific code from factory module

Change 3189381 on 2016/11/07 by Max.Preussner

	Atrac9Audio: Fixed log category

Change 3189497 on 2016/11/07 by Max.Preussner

	Media: Added binary sinks support

Change 3189666 on 2016/11/07 by Max.Chen

	Curve Editor: Add option to show time in frame numbers

	#jira UE-27210

Change 3190339 on 2016/11/08 by Max.Preussner

	MediaAssets: Removed SetDesiredPlayerName since the field is public

Change 3190342 on 2016/11/08 by Andrew.Porter

	Adding sequencer test content for animation blueprint

Change 3190398 on 2016/11/08 by Max.Preussner

	Media: Renamed binary tracks to metadata tracks

Change 3190458 on 2016/11/08 by andrew.porter

	Updating Skeleton with new slots.

Change 3191167 on 2016/11/08 by Max.Chen

	Sequencer: Fix crash in validating paste tracks buffer. Validate the tracks instead of actually pasting into temp.

	#jira UE-38353

Change 3191336 on 2016/11/09 by Andrew.Rodham

	Slate: Added the ability to set and retrieve a host tab manager from a details view

Change 3191338 on 2016/11/09 by Andrew.Rodham

	Editor: Added the ability to extend default layouts

	  - FLayoutExtender can be used to provide basic tab layout extensions on default themes.
	  - This can be used by external plugins to inject tabs to other interfaces where necessary.
	  - Currently this is supported by the blueprint editor's unified component layout, and the level editor layout.

Change 3191346 on 2016/11/09 by Andrew.Rodham

	Sequencer: Added new (experimental) ActorSequence module and editor

	  - Sequences can now be added to actors via the UActorSequenceComponent.
	  - An embedded sequencer will appear on details panels, with the option to break it out into a tab.
	  - Separated common playback elements from ULevelSequencePlayer into UMovieSceneSequencePlayer, from which specific players can derive.
	  - The majority of level editorintegration with sequencer has been separated out into a separate singleton class that can manage multiple sequencers.
	  - All movie scene data now defaults to instanced, such that it can be duplicated and instanced correctly.
	  - Added read-only mode for sequencer which is used for actor sequence components that come from a blueprint archetype to prevent erroneous editing.

Change 3191387 on 2016/11/09 by Andrew.Rodham

	Orion: Fixed deprecation warnings

Change 3191388 on 2016/11/09 by Andrew.Rodham

	Orion: Added dependency on MovieScene module

Change 3191403 on 2016/11/09 by Andrew.Rodham

	Sequencer: Fix initialization order warning

Change 3191428 on 2016/11/09 by Andrew.Rodham

	Sequencer: Added missing include

Change 3191510 on 2016/11/09 by Andrew.Rodham

	Header include fixes

Change 3191599 on 2016/11/09 by Max.Chen

	Sequencer: Add option to lock the playback range per movie scene. The toggle is stored as editor only and should be a saved value so that it can persist as the asset is passed from user to user.

	#jira UE-34677

Change 3191664 on 2016/11/09 by Andrew.Rodham

	Sequencer: Ensure keyframe handlers are only added once

Change 3192373 on 2016/11/09 by Max.Preussner

	MediaAssets: Fixed regression: playlists no longer open

Change 3192408 on 2016/11/09 by Max.Preussner

	MediaAssets: Fixed OpenPlaylistIndex crashing

Change 3192878 on 2016/11/09 by Max.Chen

	Camera Rig: Fix log spam trying to unregister component.

	#jira UE-38435

Change 3192989 on 2016/11/10 by Andrew.Rodham

	Slate: Added constructor to appease old VS2013 compiler warning about non-constructible type

Change 3192991 on 2016/11/10 by Andrew.Rodham

	Sequencer: Moved lambda out-of-line to fix static analysis warning

Change 3193420 on 2016/11/10 by Max.Preussner

	MediaAssets: Replaced CopyToResolveTarget with new TransitionTarget API

Change 3193478 on 2016/11/10 by Max.Chen

	Sequencer: Moved Fix Actor References back under the General Options menu.

Change 3193870 on 2016/11/10 by Max.Preussner

	MediaPlayerEditor: Removed additional buttons in per-platform overrides (UE-37948)

	#jira UE-37948

Change 3193873 on 2016/11/10 by Lina.Halper

	- Sequencer fix with anim instance reinit
	- Fixed TMap issue with memory by changing to pointer from ref.

	#code review: Max.Chen

Change 3194184 on 2016/11/10 by Max.Chen

	Sequencer: Only expand section when setting keys when there are keys. Otherwise if you set the default value while the time position is outside of the section range, the section will expand, which seems undesirable.

Change 3194187 on 2016/11/10 by Max.Chen

	Sequencer: Backwards compatibility if a track no longer supports multiple rows, its sections are split to other duplicate tracks.

Change 3194191 on 2016/11/10 by Max.Chen

	Sequencer: Add audio volume and pitch curves.

	#jira UE-30009

Change 3194256 on 2016/11/10 by Max.Chen

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

Change 3194282 on 2016/11/10 by Max.Chen

	Movie Capture: Add some frame rate bounds. Max frame rate for recording is 200. Min is 1.

	#jira UE-38502

Change 3194355 on 2016/11/11 by Max.Chen

	Sequencer: Minimum handle size for time slider scrubber.

	#jira UE-34676

Change 3194767 on 2016/11/11 by Max.Chen

	Sequencer: Mark duplicated tracks as changed so that their template gets regenerated.

Change 3195094 on 2016/11/11 by Max.Preussner

	Media: Removing game thread dependencies

	This change removes game thread dependencies from all media players so that we can use the media framework for startup movies where the game thread is block while loading the Engine. The players now have two new methods, TickPlayer and TickVideo, which need to be called from the external code that owns the players. On the Engine side, this is taken care of by UMediaPlayer, which calls TickPlayer from the game thread and TickVideo from the render thread. In startup movies, this will be taken care of by a special thread.

	AvfMedia: This change does not fully remove game thread dependencies in AvfMediaPlayer yet. There are some async callbacks scheduled to execute on the game thread that need to be refactored. The execution of these events should be performed in TickPlayer instead.

	All platform owners, please review these changes for your platform and make sure that everything still works. I have not had time to test all platforms yet.

Change 3195396 on 2016/11/11 by Max.Preussner

	AvfMedia: Removed remaining game thread dependencies

Change 3195670 on 2016/11/11 by Max.Preussner

	MediaUtils: Renamed function

Change 3195690 on 2016/11/11 by Max.Preussner

	MediaAssets: MediaPlayerBase instance is now a field instead of pointer.

Change 3195802 on 2016/11/11 by Max.Preussner

	Media: Removed UMediaPlayer::GetNativePlayer

Change 3195843 on 2016/11/11 by Max.Preussner

	Kismet: Fixed non-unity

Change 3195851 on 2016/11/11 by Max.Preussner

	Fixed typo.

Change 3195854 on 2016/11/11 by Max.Preussner

	MediaUtils: Added missing forward declaration

Change 3195937 on 2016/11/11 by Max.Chen

	Media: CIS Fix

Change 3196120 on 2016/11/13 by Max.Chen

	Sequencer: Weight curve for skeletal animation section.

	Changed skeletal template evaluation so that it works with multiple animation tracks. The shared track clears all the weights, the section gathers up all the data, and the shared track evaluates the data. Otherwise, the multiple track evaluations would conflict with each other in setting states back and forth.

	#jira UE-38374, UEFW-128

Change 3196265 on 2016/11/13 by Max.Chen

	Sequencer: Fix audio waveforms so that they're regenrated when audio start time is changed.

	#jira UE-38543

Change 3196421 on 2016/11/14 by Andrew.Rodham

	Sequencer: Fixed modified tracks not being written to the transaction buffer when replacing object bindings

	#jira UE-38423

Change 3197131 on 2016/11/14 by Max.Chen

	Sequencer: Null checks.

	#jira UE-38570, UE-38593

Change 3197209 on 2016/11/14 by Max.Chen

	Cine Camera: Reset focus smoothing interpolation on PostEditChangeProperty. This fixes an issue where if you enable focus smoothing, the manual focus distance that is input isn't used since the interpolation happens from the last current focus distance.

	#jira UE-27055

Change 3198691 on 2016/11/15 by Max.Chen

	Sequence Recorder: Optimize record transforms by setting all the keyframes at once.  Also, added option to toggle removing redundant keyframes from the recorded tracks.

	#jira UE-38489

Change 3198711 on 2016/11/15 by andrew.porter

	Adding test content for MEdia Framework Track Switching.

Change 3199174 on 2016/11/15 by Lina.Halper

	Sequencer backward compatibility fix with root motion
	Make sure you could remove root motion fine

	#jira : UE-38591

Change 3199260 on 2016/11/15 by tim.gautier

	Updated QA-Media_TrackSwitch - changed Trigger Collision to only detect overlap from PlayerPawn

Change 3199663 on 2016/11/15 by Max.Chen

	Anim Sequencer: Fix deprecation warning for bCanUseParallelUpdateAnimation. Updated to use bUseMultiThreadedAnimationUpdate.

Change 3199727 on 2016/11/15 by Max.Chen

	Matinee to Level Sequence: Set default scale when converting matinee move tracks to sequencer.

	#jira UE-38688

Change 3199847 on 2016/11/16 by Max.Chen

	Sequencer: Add menu option to reduce keys of all sections in the current level sequence

Change 3200351 on 2016/11/16 by Max.Chen

	Level Editor/Sequencer: Fixes to allow for component keyframing. The transform track operates on the components that changed, not the actor. The level editor viewport broadcasts begin/end movement on the components that changed.

	#jira UE-38649, UE-38646

Change 3200474 on 2016/11/16 by Max.Chen

	Sequencer: Move reduce keys to section context menu.

Change 3200888 on 2016/11/16 by Max.Chen

	Sequencer: Clamp skeletal animation evaluation remapping of time to section bounds. This is necessary when evaluating nearest is enabled and the time is beyond the section bounds.

	Also, set the shared track template to have higher priority so that it always clears/initializes weights before each section's template adds section params for evaluation.

Change 3201633 on 2016/11/17 by Max.Chen

	Matinee to Level Sequence: Fix matinee 3d scale track conversion to level sequence.

	Also, added paste matinee vector track to sequencer's vector track.

	#jira UE-38688

Change 3202458 on 2016/11/17 by Max.Chen

	Sequencer: Fix track editor commands getting unregistered when switching from one level sequence to another.  The sequence of events is: track editor commands get bound when a level sequence is edited. When switching to another level sequence, the existing track editor is released after the new one is registered, causing the commands to ultimately get unbound.

	#jira UE-38693

Change 3202606 on 2016/11/17 by Max.Chen

	Actor Sequence: Null check in CanPossessObject for a component's owner.

	#jira UE-38514

Change 3203522 on 2016/11/17 by Max.Chen

	Sequencer: Audio start time deprecated in favor of start offset which is an offset into the audio clip. Also, limit the start offset to positive values since you can just crop into the audio clip by dragging the section's start time.

	Audio track no longer supports multiple rows (should have been checked in along with the audio volume and pitch multiplier curves).

	#jira UE-38549, UE-38554, UE-38547

Change 3203863 on 2016/11/18 by Andrew.Rodham

	Engine: Ensure that world settings actor is considered by network object list when sorting the actor list for a level

Change 3203865 on 2016/11/18 by Andrew.Rodham

	Sequencer: Fixed play rate track interaction between servers and clients
	  - The logic for evaluation was previously flawed (it would only run in editor builds). Play rate is now only evaluated on servers and standalone clients, with the time dilation being replicated to network clients.

Change 3203900 on 2016/11/18 by Andrew.Rodham

	Sequencer: Changed CreateLevelSequencePlayer to create a transient level sequence actor

	#jira UE-37277

Change 3205038 on 2016/11/18 by Max.Preussner

	Slate: Corrected comment

Change 3205046 on 2016/11/18 by Max.Preussner

	WmfMedia: Added missing nullptr check

	#jira UE-38825

Change 3205073 on 2016/11/18 by Max.Chen

	Sequencer: Fix audio upgrade case when start time is 0.

Change 3205277 on 2016/11/19 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

	Please take a look at SequencerEdMode.cpp and Sequencer.cpp. I ended up accepting latest Dev-Sequencer, which seemed to be the right thing to do.

Change 3205465 on 2016/11/20 by Max.Preussner

	MovieScene: Fixed non-unity build

Change 3205467 on 2016/11/20 by Max.Preussner

	Engine: Fixed spelling

Change 3206264 on 2016/11/21 by Max.Preussner

	Kismet: Added missing forward declaration

Change 3206493 on 2016/11/21 by Max.Preussner

	PS4Media: Added remaining changes for removing game thread dependencies

Change 3206512 on 2016/11/21 by Andrew.Porter

	Adding test content to QAGame for Sequencer animation weight blending.

Change 3206529 on 2016/11/21 by Lina.Halper

	Fixed anim notifes to work in Sequencer Instance

	- Give proper delta in editor preview
	- Make sure not to recreate AnimInstance

	#jira: UE-38849
	#code review:Max.Chen

Change 3206552 on 2016/11/21 by Max.Preussner

	QAGame: Enabled looping by default

Change 3207462 on 2016/11/22 by andrew.porter

	QAGame: updating QA-Sequencer with changes to animation blending test cases

Change 3207499 on 2016/11/22 by tim.gautier

	Added Streaming Sources, added Streaming Source options for BP_MediaPlayer. Specified Media Option Categories with BP_MediaPlayer to clean up details panel.

	#jira none

Change 3207571 on 2016/11/22 by Max.Chen

	Curve Editor: Expose curve editor settings to Editor Preferences.

	#jira UE-38907

Change 3207690 on 2016/11/22 by Max.Chen

	Sequencer: Speculative crash fix for switching UMG animations.

	#jira UE-29333

Change 3207744 on 2016/11/22 by tim.gautier

	Removed unnecessary nodes from BP_MediaPlayer. Created a variable visible in the Details Panel to allow the user to specify a URL to Stream media without specifying a Source in-editor.

	#jira none

Change 3207935 on 2016/11/22 by Max.Chen

	Sequencer: Temporary fix for skeletal animation track scrubbing. Verified that anim notifies still fire when playing and scrubbing.

	#jira UE-38964

Change 3207938 on 2016/11/22 by Max.Chen

	Sequence Recorder: Set reduce keys back to true so that there's no change in current behavior. This should be toggled off for performance reasons but in general is nice to have reduced keys.

Change 3207950 on 2016/11/22 by Lina.Halper

	- Fixed so that mesh space additive won't show up in sequencer
	- Added warning if you change type later or existing ones

	#jira: UE-38062?

Change 3208278 on 2016/11/22 by andrew.porter

	QAGame: Adjusting level blueprint for test case.

Change 3208285 on 2016/11/22 by andrew.porter

	QAGame: adding SequencerBP animation blueprint.

Change 3208538 on 2016/11/23 by Max.Chen

	Actor Sequence: Fix plugin filename.

Change 3208916 on 2016/11/23 by Max.Chen

	Sequencer: Fix material parameter initialization so that the value is retrieved from the material instance and not the parent material.

	#jira UE-34317

Change 3208924 on 2016/11/23 by Max.Chen

	Save As: Cancel should not save over the existing asset. It should just return.

Change 3208939 on 2016/11/23 by andrew.porter

	QAGame: reset some content back to its default state for testing

Change 3209053 on 2016/11/23 by Max.Chen

	Sequencer: Ensure the section id is unique.

Change 3209161 on 2016/11/23 by Max.Chen

	Save As: Follow up fix for cancelling save as.

Change 3210540 on 2016/11/26 by Max.Preussner

	WmfMedia: Reworked fallback stride calculations to fix issues with some exotic video formats

Change 3210546 on 2016/11/26 by Max.Preussner

	WmfMedia: Fixed NV12 vertical buffer alignment

Change 3211567 on 2016/11/28 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

	Step 1 of 2

Change 3212408 on 2016/11/28 by Max.Preussner

	Fixed fallout from Dev-Main merge

Change 3212456 on 2016/11/28 by Max.Preussner

	ActorSequenceEditor: Removed monolithic header dependencies

Change 3212562 on 2016/11/28 by Max.Preussner

	ActorSequenceEditor: Removed monolithic header usage

Change 3212649 on 2016/11/28 by Max.Chen

	Fix CIS

Change 3212671 on 2016/11/28 by Max.Chen

	Sequencer: Add option to restore to the pre animated state.

	#jira UE-38862
	#2953

Change 3212672 on 2016/11/28 by Max.Chen

	Sequencer: Select object binding node corresponding to selected components and vice versa (select components in level when object binding node is selected)

Change 3212673 on 2016/11/28 by Max.Chen

	Sequencer: Follow-up fix for component keyframing - key area needs to be updated by component.

	#jira UE-38649

Change 3212676 on 2016/11/28 by Max.Chen

	Level Editor: PostEditMove should only be called on the actor if it is moved.

	#jira UE-38646

Change 3212688 on 2016/11/29 by Max.Chen

	Sequencer: Force refresh event parameters customization when struct contents change but not a full refresh when struct child contents change.

	#jira UE-39094

Change 3212831 on 2016/11/29 by Andrew.Rodham

	Disabled ActorSequenceEditor plugin by default while it's experimental

Change 3213219 on 2016/11/29 by Max.Preussner

	AvfMedia: Added missing include

Change 3213333 on 2016/11/29 by Andrew.Rodham

	Sequencer: Added the ability to override bindings when playing back a level sequence on a level sequence actor

	#jira UETOOL-746

Change 3213905 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214203 on 2016/11/29 by Michael.Gay

	Some demo files to test Sequencer timing.

Change 3214205 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214548 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214564 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214567 on 2016/11/29 by Max.Chen

	More IWYU fixes for Win32

Change 3214573 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214576 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214621 on 2016/11/30 by Max.Preussner

	Atrac9Decoder: Fixed log category declaration

Change 3214630 on 2016/11/30 by Max.Preussner

	More IWYU fixes

Change 3214747 on 2016/11/30 by Andrew.Rodham

	Sequencer: Fixed shadow variable

Change 3214957 on 2016/11/30 by Andrew.Rodham

	Core: Changed Algo::Find to use TElementType
	  - This allows it to support c style arrays

Change 3215127 on 2016/11/30 by Andrew.Rodham

	Sequencer: Made burn-in options and init settings instanced

	  - This ensures they work correctly when defined on archetypes and blueprints

	#jira UE-38645

Change 3215754 on 2016/11/30 by Max.Chen

	Sequencer: Fix skeletal animation track evaluating tracks in the wrong time space. Cache the evalulation time and weight value in each section's template and then execute with those values in the shared track's template.

	#jira UE-39145

Change 3216603 on 2016/12/01 by Max.Chen

	Sequencer: Set audio volume/pitch only if changed.

Change 3216613 on 2016/12/01 by Max.Chen

	Sequencer: Add component selector when there are multiple components that have sockets. This fixes a crash when there are multiple components to attach to.

	#jira UE-39167

Change 3217175 on 2016/12/01 by Max.Chen

	Sequencer: Set skeletal animation track evaluation to be upper bound exclusive. This gives better behavior when two clips butt up against each other since the sections would overlap in time and evaluation would normalize they weighted contribution of each.

	#jira UE-37184

Change 3217292 on 2016/12/01 by Max.Chen

	Sequencer: Rework upgrading track rows to include overlapping sections. For skeletal animation sections, set weight values based on the evaluation bounds since there was no blending prior to 4.15.

Change 3217860 on 2016/12/01 by Max.Preussner

	Media: Fall-through for media options

Change 3217965 on 2016/12/01 by Max.Preussner

	MediaAssets: Renamed media option name

Change 3218470 on 2016/12/01 by Max.Chen

	Sequencer: Fix start time deprecation value so that negative values are supported.

	#jira UE-39259

Change 3218473 on 2016/12/01 by Max.Chen

	Sequencer: Fix crash if start seq length is negative.

Change 3219021 on 2016/12/02 by Max.Chen

	Sequencer: Add multiply and divide to transform box.

Change 3219374 on 2016/12/02 by Max.Chen

	Sequencer: Teleport simulating components when moving them through the transform track. This fixes bugs with recording simulating actors (ie. vehicle game) where recorded actors don't playback with the recorded positions and there are warnings about attempting to move a fully simulated skeletal mesh.

	#jira UE-38442, UE-38444, UE-38852

Change 3219638 on 2016/12/02 by Max.Preussner

	Projects: Fixed error message

Change 3220584 on 2016/12/03 by Andrew.Rodham

	Sequencer: Blueprint generated classes are now always removed from level sequences on load in the editor
	  - This ensures that old (and perhaps corrupt) BP generated classes are destroyed

	#jira UE-39173

Change 3220585 on 2016/12/03 by Andrew.Rodham

	Editor: Fix EditInstanceOnly properties that aren't variables on the generated class being editable in blueprints

Change 3220973 on 2016/12/04 by Max.Chen

	Fix CIS

Change 3222833 on 2016/12/05 by Max.Chen

	Sequencer: Fixed some recorded components not being generated.

	#jira UE-34289

Change 3224450 on 2016/12/06 by Max.Chen

	Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval.

	#jira UE-39419

Change 3225301 on 2016/12/07 by Max.Preussner

	AvfMedia: Added settings class

Change 3225304 on 2016/12/07 by Max.Preussner

	Fixed typo

Change 3225723 on 2016/12/07 by Max.Preussner

	Fixed typo.

Change 3225871 on 2016/12/07 by Max.Preussner

	Forgot to check in

Change 3225932 on 2016/12/07 by Max.Preussner

	Added missing header

Change 3226266 on 2016/12/07 by Max.Preussner

	Media: Fixed various module dependencies

Change 3226451 on 2016/12/07 by Max.Preussner

	Include fixes

Change 3226455 on 2016/12/07 by Max.Preussner

	LevelSequence: Added missing include

Change 3227135 on 2016/12/08 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

Change 3227143 on 2016/12/08 by Max.Preussner

	LevelSequencer: Added missing header

Change 3227731 on 2016/12/08 by Max.Preussner

	LevelSequencer: Added missing include

Change 3228222 on 2016/12/08 by Max.Preussner

	UBT: Fixed delay load library support for remote compilation to macOS

Change 3228266 on 2016/12/08 by Max.Preussner

	PluginBrowser: Added missing includes

Change 3228755 on 2016/12/09 by Andrew.Rodham

	Sequencer: Fixed copy-paste of event keys
	  - Also added a key-value iterator to TCurveInterface (both const and non-const)

	#jira UE-39526

Change 3228777 on 2016/12/09 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Reimplement fixes from Fortnite for PS4 media framework in //UE4/Dev-Sequencer.

	Based on Original CL 3227137

	 - Event callback from AvPlayer was enqueing the processing of events over to the player thread, so the "State" member of FPS4MediaPlayer doesn't get updated until the following frame. This breaks cases with multiple calls to SetRate within a single frame.
	 - Removed time check in FPS4MediavideoSampler::Tick. There are cases where the time check failed, even when a new frame was available from the AvPlayer libs. The video sampler now always calls sceAvPlayerGetVideoDataEx. This returns immediately if no frame data is available.
	 - FPS4MediaPlayer::Seek was failing if the video is in a playing/paused state. We now restart the stream if a seek command occurs after the video has stopped (e.g. due to EOF reached).
	 - Shared a single critical section between the FPS4MediaTracks, FPS4MediaVideoSampler and FPS4MediaPlayer objects. Fixes deadlocks between the decoder/player threads where each will be waiting on each others' critical section.

	[~] Enabled debug warnings from AvPlayer library in non-shipping builds.
	[~] Changed log levels of UE_LOGs to match their severity.

	-------------------------

	[!] Also, fixed rendering artifacts on videos using a cropping rectangle
	 - e.g. 1080p videos are actually decoded as 1920x1088, with an extra 8 pixels height, which contained garbage.
	 - We determine the final media texture size as the size of the cropping rectangle, and use modified UVs during the YCbCr->RGB converstion shader to do the mapping.

Change 3228793 on 2016/12/09 by Andrew.Rodham

	Sequencer: Edits to actor sequences now correctly mark their parent blueprints for compilation

	#jira UE-38723

Change 3228877 on 2016/12/09 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix track switching issues in PS4 media player.
	 - Sony's AvPlayer library does not support switching tracks (audio or video) on-the-fly after a stream has begun playback.
	 - The higher level UMediaPlayer enables track 0 automatically, which would be committed to the AvPlayer, and therefore lock out other streams.
	 - Actual track selection is now deferred until the stream is started, after which changing tracks is prohibited.
	 - Tracks must be selected before calling SetRate for the first time.

	#jira UE-37225

Change 3229501 on 2016/12/09 by Max.Preussner

	Media: Better display names for media player plug-ins

Change 3229515 on 2016/12/09 by Max.Preussner

	MediaPlayerEditor: Sorting player plug-ins alphabetically; consistent display in both media player editor and media source customization

Change 3229716 on 2016/12/09 by andrew.porter

	Adding PlayRate sequence to my dev folder

Change 3230554 on 2016/12/12 by Andrew.Rodham

	Back out changelist 3220584
	  - Currently this causes actor instances to fail to load because they are instanced of dead classes. Need to think of a more robust solution here.

	#jira UE-39398

Change 3230922 on 2016/12/12 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

Change 3232059 on 2016/12/12 by Max.Preussner

	MediaUtils: Better error message for when no suitable media player plug-in was found

Change 3232097 on 2016/12/13 by Max.Preussner

	Switch: Temp fix for borked folder name on case-sensitive platforms

Change 3232100 on 2016/12/13 by Max.Preussner

	MediaAssets: Split up UMediaSource into UBaseMediaSource

	Also added color space related properties

Change 3232101 on 2016/12/13 by Max.Preussner

	Media: Started to implement support for color spaces

Change 3232119 on 2016/12/13 by Max.Preussner

	MediaAssets: Fixed buffer not recreated if color space changed

Change 3232799 on 2016/12/13 by Max.Preussner

	PS4Media: Fixed build

	#jira UE-39706

Change 3233170 on 2016/12/13 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

Change 3233250 on 2016/12/13 by Max.Preussner

	MediaPlayerEditor: Added separator in track menu

Change 3233309 on 2016/12/13 by andrew.porter

	QAGame: Edited text render actors in QA-Media_TrackSwitch

Change 3233439 on 2016/12/13 by Chris.Babcock

	Standardize Android media track DisplayName

Change 3233817 on 2016/12/13 by Chris.Babcock

	Fix virtual keyboard EditableTextBox update when comitted text matches current text from change updates
	#jira UE-39424
	#ue4
	#mobile

Change 3234421 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed nullptr crash

Change 3234423 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed incorrect copying of base-class from compiler rules

Change 3234429 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed empty space not being added between the last and penultimate segments when required

	#jira UE-39442

Change 3234635 on 2016/12/14 by Max.Preussner

	MediaAssets: Exposed UTexture properties in UMediaTexture

Change 3234681 on 2016/12/14 by Max.Preussner

	MediaAssets: Made MediaTextureResources support -onethread

Change 3234878 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed crash with "Evaluate Sub Sequences in Isolation" enabled
	  - This occurred when there were tracks at the root level of the sub sequence, because it would incorrectly hash in the parent ID, rather than just using it directly

Change 3234901 on 2016/12/14 by Max.Preussner

	MediaPlayerEditor: Detail customization improvements

Change 3235275 on 2016/12/14 by Chris.Babcock

	Fix WMF stream ordering to match other players
	#jira UE-39703
	#ue4
	#mediaframework

Change 3235390 on 2016/12/14 by Max.Preussner

	DesktopPlatform: Added IniPlatformName to FPlatformInfo; fixed up indentation

Change 3235402 on 2016/12/14 by Max.Preussner

	MediaAssets: Fixed platform player name overrides ignored in packaged builds (UE-39771)

	#jira UE-39771

Change 3235667 on 2016/12/14 by Max.Preussner

	Media: Moved enums into separate header file, so they can be shared

Change 3235984 on 2016/12/14 by Max.Preussner

	Back out changelist 3235667

Change 3236040 on 2016/12/14 by Max.Preussner

	Core: Added modulus operator to FTimespan

Change 3236139 on 2016/12/15 by Max.Preussner

	Core: Added FTimespan::IsZero

Change 3236527 on 2016/12/15 by Max.Preussner

	Fixed initialization order

Change 3237101 on 2016/12/15 by Andrew.Rodham

	Sequencer: Skeletal animation and audio tracks now support multiple rows again.
	  - In practice there were too many edge-cases to account for whilst considering backwards compatability
	  - The impossible scenario was 2 sections on different rows, but evaluating nearest section - this cannot be represented as separate tracks.
	  - Reorganised animation runtime template to use execution tokens rather than ::Initialize to ensure that animation operates correctly on the first frame for spawned objects

	#jira UE-39442
	#jira UE-39725

Change 3237213 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed crash when setting event key properties

	#jira UE-39347

Change 3237255 on 2016/12/15 by Chris.Babcock

	Fix Multi with ETC2 and PVRTC selecting ES3.0 instead of 2.0
	#jira UE-39839
	#ue4
	#android

Change 3237294 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed shadowed variable warnings

Change 3237366 on 2016/12/15 by Max.Preussner

	Media: Removed color space changes; we'll do these in material graphs instead

Change 3237436 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed montages not being stopped for specific animation slots when animation sections were no longer evaluated

	#jira UE-39847

Change 3237458 on 2016/12/15 by Andrew.Rodham

	Sequencer: Always force regeneration of templates when PIE  to eliminate the posibility of combining stale data

Change 3237516 on 2016/12/15 by Max.Preussner

	Media: Attempting to fix Crash in fortnite just before exiting onboarding (UE-39841)

	#jira UE-39841

Change 3237532 on 2016/12/15 by Max.Preussner

	Added missing scope lock

Change 3237991 on 2016/12/16 by Max.Preussner

	PS4Media: Fixed build

[CL 3238204 by Max Preussner in Main branch]
2016-12-16 11:17:44 -05:00
Josh Adams
3f3c6fd578 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741)
#lockdown Nick.Penwarden
#rb none

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

[NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt]

Change 3207431 on 2016/11/22 by Keith.Judge

	Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now.

	#jira UE-36921
	#jira UE-38560

Change 3208206 on 2016/11/22 by Josh.Adams

	- Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info.
	#jira UE-38929

Change 3209137 on 2016/11/23 by Alicia.Cano

	Add a check to iOS tool chain for exception flag
	#jira UE-36528
	#ios

Change 3209296 on 2016/11/23 by Ben.Marsh

	Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com

Change 3211316 on 2016/11/28 by Joe.Barnes

	Fix some typos

Change 3211318 on 2016/11/28 by Joe.Barnes

	Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp

Change 3213227 on 2016/11/29 by Dmitry.Rekman

	Add -fPIC to libwebsockets on Linux.

Change 3213463 on 2016/11/29 by Nick.Shin

	helper build scripts for CentOS 7 Linux (via Docker)

	LINUX: pull source and compile: zlib openssl libcurl & libwebsockets

	using [ glibc 2.17 ]  & [ gcc 4.8.5 ]

	Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container).  think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal.

	#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 3213939 on 2016/11/29 by Michael.Trepka

	Ignore parent widget's geometry scale when showing a popup menu in a separate window

	#jira UE-38706

Change 3215583 on 2016/11/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3216345 on 2016/11/30 by Josh.Adams

	Better fix for poison proxy fix

Change 3217106 on 2016/12/01 by Michael.Trepka

	Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject()

	#jira UE-38816

Change 3217223 on 2016/12/01 by Josh.Adams

	- Fixed some TEXT macro warnings that crept in from IWYU changes

Change 3217253 on 2016/12/01 by Dmitry.Rekman

	Linux: fix GL crash (UE-17649).

	- Making sure all streams are set up. Fix by Cengiz.

Change 3217473 on 2016/12/01 by Daniel.Lamb

	Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map.
	#test cook run QAGame

Change 3217588 on 2016/12/01 by Peter.Sauerbrei

	Pull in IPv6 fix

Change 3217654 on 2016/12/01 by Michael.Trepka

	Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes.

Change 3217873 on 2016/12/01 by Josh.Adams

	- Added some logging to a tvOS assert, since debugging it right away is tricky

Change 3218097 on 2016/12/01 by Josh.Adams

	- Fixed up the Switch MediaFramework, making editor better, etc
	- ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default)

Change 3218133 on 2016/12/01 by Dmitry.Rekman

	Linux: report server hangs by crashing the hung thread (UE-39164).

Change 3218512 on 2016/12/01 by Josh.Adams

	- Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox

Change 3219804 on 2016/12/02 by Dmitry.Rekman

	Linux: fix project settings crash (UE-38800).

	- Also submitted as a pull request #2945.

Change 3220027 on 2016/12/02 by Nick.Shin

	plow all physx libs into build

	NOTE: most browsers will not function
	- chrome and firefox nightly only works

	checking this in as per email

	#jira UE-38323 VehicleTemplate Vehicle does not move in HTML5

Change 3221620 on 2016/12/05 by Joe.Barnes

	UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end.

Change 3221689 on 2016/12/05 by Dmitry.Rekman

	Attempt to change/rename.

Change 3221700 on 2016/12/05 by Dmitry.Rekman

	Another attempt to change renamed file (from Linux).

Change 3221731 on 2016/12/05 by Michael.Trepka

	Added missing initialization for FAvfVideoSampler::MetalTextureCache

	#jira UE-38689

Change 3221792 on 2016/12/05 by Michael.Trepka

	Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures

Change 3222675 on 2016/12/05 by Josh.Adams

	- Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms
	#jira UE-39188

Change 3223546 on 2016/12/06 by Brent.Pease

	 + Properly set and use the realtime compression for ios.
	 + Reduce unused memory on ios from the precached first buffer
	 + Fix a resource tracking issue that was causing a double free on the sound buffer

Change 3223785 on 2016/12/06 by Brent.Pease

	 + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX)

	#jira ue-38701

Change 3224314 on 2016/12/06 by Chris.Babcock

	Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor
	#jira UE-38361
	#ue4
	#android

Change 3225367 on 2016/12/07 by Josh.Adams

	- Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them)
	- Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back
	- Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons

Change 3225426 on 2016/12/07 by Chris.Babcock

	Add missing Android UPL file for binary builds
	#jira UE-39420
	#ue4
	#android

Change 3225471 on 2016/12/07 by Dmitry.Rekman

	Update all platforms to C++14.

Change 3225525 on 2016/12/07 by Nick.Shin

	Cook-On-The-Fly for HTML5

	- re-enabled: ENetworkFileServerProtocol::NFSP_Http

	- cleaned up port numbers used with cook-on-the-fly situations

	- fixed null_ptr in NetworkFileServerHttp.cpp

	- fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server)

	- finally, the core of the jira issue:
	  o fix serialization bug: do not append zero sized data
	  o fix de-serialization bug: removed double insertion of packet "Marker and Size" header

	#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size

Change 3225690 on 2016/12/07 by Dmitry.Rekman

	Linux: improvements in touch support.

	- Multiple fingers.
	- Filtering out "moved" events from the same location.
	- Consistent logging.

	(Edigrating 3225194 from Wombat to Dev-Platform)

Change 3225868 on 2016/12/07 by Josh.Stoddard

	Gracefully handle delete without matching new on iOS & Mac

	#jira UE-39395

Change 3226159 on 2016/12/07 by Omar.Rodriguez

	UEPLAT-1423 WEX: Improved virtual keyboard for Android

	* Renamed old virtual keyboard functions by adding "Dialog" suffix to the name
	* Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard
	* Hide the virtual keyboard, if shown, onPause
	* Slate edit box decides which functions to call for showing/hiding keyboard
	  - eventually will be based on command line parameter like in IOS

	#jira UEPLAT-1423

Change 3226167 on 2016/12/07 by Dmitry.Rekman

	Allow running as root on ARM.

	(Edigrating 3204974 to Dev-Platform)

Change 3226168 on 2016/12/07 by Dmitry.Rekman

	Print current CVar value when denying an override.

	(Based on CL 3205476).

Change 3226169 on 2016/12/07 by Dmitry.Rekman

	Allow enabling sound (if disabled by default).

	(Based on CL 3205505)

Change 3226171 on 2016/12/07 by Dmitry.Rekman

	Allow running from symlinks.

	(Edigrating 3205518 to Dev-Platform).

Change 3226174 on 2016/12/07 by Dmitry.Rekman

	Linux: do not init SDL audio (we do not use it anyway).

	(Based on CL 3205505).

Change 3226327 on 2016/12/07 by Nick.Shin

	fix CIS warning

	#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size

Change 3226506 on 2016/12/08 by Dmitry.Rekman

	Fix one more case-sensitive misspelling (UE-39030).

	- Submitted as part of PR #2976.

Change 3226542 on 2016/12/08 by Dmitry.Rekman

	Linux: fix weirdness with tesselation in GL4 (UE-32865).

	- Workaround by CengizT. Proper fix tracked as UE-39489.

Change 3226570 on 2016/12/08 by Dmitry.Rekman

	Fix for ar failing due to too long command line (UE-39009).

	- Based on PR #2973.

Change 3226575 on 2016/12/08 by Dmitry.Rekman

	Add build-essential to dependencies (UE-39053).

	- PR #2981 contributed by cpyarger.

Change 3227129 on 2016/12/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	Fixed up a deferred GL error as well
	Fixed some copyrights of files not in main

Change 3227260 on 2016/12/08 by Omar.Rodriguez

	UE-39140 Projects with iCloud are failing provisioning check when code signing.

	* Set default value of bEnableCloudKitSupport to False
	* Set value of get-task-allow to true only on non-distribution builds
	* Only write out the entitlements file if changes have been made

	#jira UE-39140

Change 3229312 on 2016/12/09 by Dmitry.Rekman

	Fix missing responses (UE-39572).

	- Proper implementation of UE-39009.

Change 3230849 on 2016/12/12 by Dmitry.Rekman

	Linux: fixed Android packaging (UE-39635).

	- Misspelled case; fixed by JohnHenry Carawon.

	#jira UE-39635

Change 3231591 on 2016/12/12 by Peter.Sauerbrei

	fix for splash screen not being turned off by default
	#jira UE-39591

Change 3231880 on 2016/12/12 by Josh.Adams

	- Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues
	#jira UE-39680

Change 3232816 on 2016/12/13 by Dmitry.Rekman

	Linux: fix for CEF (UE-39682)

	- Fix by Cengiz.Terzibas.

Change 3232873 on 2016/12/13 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3232933 on 2016/12/13 by Josh.Adams

	- Missed the files that were needed to fix up after merge from main, but didn';t come from main

Change 3233066 on 2016/12/13 by Ben.Marsh

	UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE.

Change 3233512 on 2016/12/13 by Ben.Marsh

	Fix static analysis warnings.

[CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
Dan Oconnor
267de41daa Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3231914)
#lockdown Nick.Penwarden

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

Change 3060975 on 2016/07/21 by Ryan.Vance

	Integrating 3058175 from Oculus

Change 3149273 on 2016/10/03 by Keli.Hlodversson

	#jira UE-36736: Fix rendering of Canvas Tiles when in stereo mode.
	FCanvas::DrawTile batched the triangles directly instead of passing a FCanvasTileItem to FCanvas::DrawItem

Change 3150583 on 2016/10/04 by Keli.Hlodversson

	#jira UEVR-288 Minor optimization of UCameraComponent transform update when bLockToHmd is set.

	As suggested by Michael  Atkins https://udn.unrealengine.com/questions/314290/issue-with-ucameracomponent-transform-update.html

Change 3150635 on 2016/10/04 by Keli.Hlodversson

	Minor change: no need to spell out rotation, position and scale, as FTransform's default constructor initializes an identity transform

Change 3150776 on 2016/10/04 by Chad.Taylor

	Oculus layers fix where the "changed" flags were getting prematuraly cleared for quad layers before they were being processed.

Change 3152251 on 2016/10/05 by Chad.Taylor

	Oculus layers code cleanup

Change 3152834 on 2016/10/05 by Chad.Taylor

	VR splash screen update: Hooked up UVs for OculusRift and disable alpha for parity

Change 3158823 on 2016/10/11 by Chad.Taylor

	VR Loading screen placement for SteamVR and Oculus

Change 3164516 on 2016/10/17 by Ben.Marsh

	Add a build node to compile UE4Game for Windows XP, and run it in Dev-VR.

	#jira UEB-713

Change 3169683 on 2016/10/20 by Nick.Whiting

	Updating to Oculus SDK 1.9

Change 3191389 on 2016/11/09 by Ben.Marsh

	Build: Remove Windows XP build step for //UE4/Dev-VR.

	#jira UEB-716

Change 3196810 on 2016/11/14 by Jeff.Fisher

	UEVR-286 PSVR reprojection prediction time too big?
	-Fixed reprojection desync when the frame time is too short.
	-Eliminated the MorpheusReprojector class, and its thread.  ReprojectionStart calls are now made from GnmManager::EndFrame.
	-GnmManager::EndFrame is now always locked to vSync.
	-GameThreadFrame is no longer filled with the previous RenderThreadFrame, instead a separate poll of tracker data is made with a larger prediction time to fill it.
	-Prediction time was increased from RenderFrameTime * 2 to RenderFrameTime * 2.5 after examination of Sony VR Trace tool output.  In 60/120 mode this is 45ms.
	-Double buffering reprojection data to avoid race conditions between updating the reprojection data and submitting the frame.
	-Tracker compute and update are now called from a single thread and synced to the beginning of the game frame.  The timing is similar to what it was previously, but can probably be improved.
	-Added a bunch of error warnings from sony system calls.
	-Added events to visualize the vr frame sequence in RazorCPU these events will only show up when Morpheus is enabled.
	-Added commented out reprojection flags that are useful for debugging (like the one that turns reprojection off)
	-Added commented out function to call and print results from a sceHmdReprojectionDebugGetLastInfo

	#review-3193674 @nick.whiting @ryan.vance
	#jira UEVR-286

Change 3198965 on 2016/11/15 by Jeff.Fisher

	UE-38630 IsHeadMountedDisplayConnected blueprint function
	-Exposed IsHMDConnected to blueprint.
	-Made PSVR IsHMDConnected behavior match other platforms, it just means the hmd hardware is ready to use - not that we are using it.
	#review-3198949
	-With this change I was able to setup a psvr game in blueprint to start not in vr, detect that the hmd was availalbe, switch to stereo rendering, prompt the user to reconnect the hmd if they disconnected it, but switch back to 2d mode if they cancelled the reconnect dialog.
	#jira UE-38630

Change 3201341 on 2016/11/16 by patrickr.donovan

	Test content update. Replaced level script logic that attempted to move player start (which has native defined static capsule component) with level script logic that simply targets a second player start that's already in the previously-moved-to location.

Change 3202637 on 2016/11/17 by Jeff.Fisher

	Redundant GetViewFrustumBounds call.
	-Removed redundant call to GetViewFrustumBounds in MorpheusHMD.cpp.  It is called inside View.UpdateViewMatrix() just above with the same results.  And it actually does a fair bit of work.
	-This problem and fix was actually found by Ryan.Vance, but it was convenient for me to test and submit it.

Change 3205949 on 2016/11/21 by Jeff.Fisher

	UE-VR UEVR-329 Morpheus: need to handle camera disconnection.
	UEVR-338 PSVR upside down camera handling
	-PS4Tracker now detects camera disconnection and pops up the appropriate system dialog.
	-Minor fixes for sony library load/initialization warnings.
	-Added a timeout to PS4Tracker::Synchronize, so we at least don't hang if the camera is upside down.
	-hmdSetupDialog and camera disconnect dialogs will now not pop up until no other sceCommonDialogs are up.
	#review-3203097
	#jira UEVR-329

Change 3213849 on 2016/11/29 by Nick.Whiting

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)

Change 3214103 on 2016/11/29 by Nick.Whiting

	Fixes for IWYU update for OnlineSubsystemOculus

Change 3222029 on 2016/12/05 by Ryan.Vance

	We need to do a full frame clear when using a hmd mask and a post processing material.
	This is re-implementing the 3212242 from 4.14.1

Change 3223780 on 2016/12/06 by Cody.Albert

	Removing MinimalAPI specifier from SteamVRChaperoneComponent

Change 3228296 on 2016/12/08 by Nick.Whiting

	Updating Oculus SDKs:  Oculus PC SDK 1.10.0, Mobile SDK 1.0.3, Audio SDK 1.0.2, and Platform SDK 1.10.0

Change 3228298 on 2016/12/08 by Nick.Whiting

	Fix for late-latching oculus touch update.  was not returning that it had data

Change 3228319 on 2016/12/08 by Jeff.Fisher

	UEVR-402 Implement the PSVR Aim (Weird Gun Controller)
	-Created AimController plugin to support the psvr aim controller space gun thingy.
	-The sony api for this controller is the same as the api for the DS4, but our DS4 implementation has a pretty deep assumption that there will only be one gamepad per player.
	-This is basically a copy of the MoveController plugin, with some of the code from PS4Controllers.h to make the buttons and force feedback work.
	-Currently the gun buttons are just mapped as gamepad buttons.  Not entirely sure that is best, but it would be straightforward (if a bit tedious) for a licencee to give them unique mappings.  Having two players play with the gamepad and gun associated with a single PS4 user is, I beleive, a trc problem, so it may actually be ok to make this a bit hard to do.
	#jira UEVR-402
	#review-3227685 @nick.whiting @keli.hlodversson

Change 3228321 on 2016/12/08 by Jeff.Fisher

	UEVR-402 Implement the PSVR Aim (Weird Gun Controller)
	-qagame vr-motioncontrollers changes to test the gun controller
	-in DS4 mode you now also have a gun controller, and can test all the buttons on the two controllers and test forcefeedback/haptics (enable with E, face buttons make things vibrate)
	#jira UEVR-402

Change 3229148 on 2016/12/09 by Jeff.Fisher

	Fixed build breaks related to OCULUS macros.

Change 3229867 on 2016/12/09 by Jeff.Fisher

	UEVR-402 Implement the PSVR Aim (Weird Gun Controller)
	-Fixed assert if you don't have the aim controller connected.  The IsControllerReady function was not implemented correctly.

Change 3230089 on 2016/12/09 by Ryan.Vance

	Implementing monoscopic far field rendering for mobile VR.

Change 3230352 on 2016/12/11 by Keli.Hlodversson

	Merging //UE4/Main to Dev-VR (//UE4/Dev-VR)

Change 3230357 on 2016/12/11 by Keli.Hlodversson

	Fix after merge from Main

Change 3230365 on 2016/12/11 by Keli.Hlodversson

	Workaround an assert after merge. DoEnableStereo now requires a valid Frame when run. Keep around the previous frame in OnBeginFrame to avoid the crash.
	Not sure if this is the correct solution, but it does makes OculusRift run again after the merge from main.

Change 3231165 on 2016/12/12 by Keli.Hlodversson

	Back out changelist 3230365

Change 3231191 on 2016/12/12 by Keli.Hlodversson

	Revert to previous version of oculus' IsStereoEnabled
	We must return false when there is no current frame as otherwise calling DoEnableStereo will cause an check assert in FOculusRiftHMD::SetupView
	#jira UE-39631

Change 3231342 on 2016/12/12 by Ryan.Vance

	Cleaning up init order and static analysis warnings.
	#jira UE-39644, UE-39642, UE-39645

Change 3231811 on 2016/12/12 by Ryan.Vance

	#jira UE-39645
	Static analysis appeasement

#rb None

[CL 3231940 by Dan Oconnor in Main branch]
2016-12-12 20:46:42 -05:00
Gil Gribb
80f6fa5fa7 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none

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

Change 3219796 on 2016/12/02 by Rolando.Caloca

	DR - vk - Increase timeout to 60ms

Change 3219884 on 2016/12/02 by Daniel.Wright

	Assert to help track down rare crash locking capsule indirect shadow vertex buffer

Change 3219885 on 2016/12/02 by Daniel.Wright

	Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'

Change 3219886 on 2016/12/02 by Daniel.Wright

	Don't create projected shadows when r.ShadowQuality is 0
	* Fixes crash in the forward path trying to render shadows
	* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped

Change 3219887 on 2016/12/02 by Daniel.Wright

	Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing

Change 3219893 on 2016/12/02 by Daniel.Wright

	AMD AGS library with approved TPS
	Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)

Change 3219913 on 2016/12/02 by Daniel.Wright

	Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded

Change 3220029 on 2016/12/02 by Daniel.Wright

	Async shader compiling now recreates scene proxies which are affected by the material which was compiled.  This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
	* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
	* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
	* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet

Change 3220108 on 2016/12/02 by Daniel.Wright

	Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present

Change 3220504 on 2016/12/03 by Mark.Satterthwaite

	Metal Desktop Tessellation support from Unicorn.
	- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
	- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
	- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
	- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
	- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
	- Epic: Various fixes to Layered Rendering for Metal.
	- Omits Mobile Tessellation support which needs further revision.

Change 3220881 on 2016/12/04 by Mark.Satterthwaite

	Compiles fixes for iOS & static analysis fixes from Windows.

Change 3221180 on 2016/12/05 by Guillaume.Abadie

	Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.

Change 3221217 on 2016/12/05 by Chris.Bunner

	More NVAPI warning fixups.

Change 3221219 on 2016/12/05 by Chris.Bunner

	When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
	#jira UE-37792

Change 3221220 on 2016/12/05 by Chris.Bunner

	Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
	#jira UE-35132

Change 3221221 on 2016/12/05 by Chris.Bunner

	PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
	#jira UE-35760

Change 3221223 on 2016/12/05 by Chris.Bunner

	Default to include dev-code when compiling material preview stats.
	#jira UE-20321

Change 3221534 on 2016/12/05 by Rolando.Caloca

	DR - Added FDynamicRHI::GetName()

Change 3221833 on 2016/12/05 by Chris.Bunner

	Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
	#jira UE-36989

Change 3221852 on 2016/12/05 by Chris.Bunner

	32-bit/ch EXR screenshot and frame dump output.
	Fixed row increment bug in 128-bit/px surface format readback.
	#jira UE-37962

Change 3222059 on 2016/12/05 by Rolando.Caloca

	DR - vk - Fix memory type not found

Change 3222104 on 2016/12/05 by Rolando.Caloca

	DR - Lambdaize
	- Added quicker method to check if system textures are initialized

Change 3222290 on 2016/12/05 by Mark.Satterthwaite

	Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.

Change 3222864 on 2016/12/06 by Rolando.Caloca

	DR - Fix mem leak when exiting

Change 3222873 on 2016/12/06 by Rolando.Caloca

	DR - vk - Minor info to help track down leaks

Change 3222875 on 2016/12/06 by Rolando.Caloca

	DR - Fix mem leak with VisualizeTexture
	#jira UE-39360

Change 3223226 on 2016/12/06 by Chris.Bunner

	Static analysis warning workaround.

Change 3223235 on 2016/12/06 by Ben.Woodhouse

	Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D

Change 3223343 on 2016/12/06 by Chris.Bunner

	Moved HLOD persistent data to viewstate to fix per-view compatability.
	#jira UE-37539

Change 3223349 on 2016/12/06 by Chris.Bunner

	Fixed HLOD with FreezeRendering command.
	#jira UE-29839

Change 3223371 on 2016/12/06 by Michael.Trepka

	Removed obsolete check() in FMetalSurface constructor

Change 3223450 on 2016/12/06 by Chris.Bunner

	Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.

Change 3223638 on 2016/12/06 by Michael.Trepka

	Restored part of the check() in FMetalSurface constructor removed in CL 3223371

Change 3223642 on 2016/12/06 by Mark.Satterthwaite

	Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
	- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
	- Enable with -metaledr command-line argument as it is off-by-default.
	- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.

Change 3223830 on 2016/12/06 by Rolando.Caloca

	DR - vk - Better error when finding an invalid Vulkan driver
	#jira UE-37495

Change 3223869 on 2016/12/06 by Rolando.Caloca

	DR - vk - Reuse fences

Change 3223906 on 2016/12/06 by Guillaume.Abadie

	Fix alpha through TempAA artifact causing a small darker edge layouts.

Change 3224199 on 2016/12/06 by Mark.Satterthwaite

	Fix a dumb copy-paste error from the HDR changes to Metal.

Change 3224220 on 2016/12/06 by Mark.Satterthwaite

	Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
	- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.

Change 3224236 on 2016/12/06 by Mark.Satterthwaite

	IWYU CIS compile fix for iOS.

Change 3224366 on 2016/12/06 by Mark.Satterthwaite

	Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
	- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
	- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.

Change 3224416 on 2016/12/06 by Uriel.Doyon

	New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
	Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).

	Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.

	Fix for material texture streaming data not being available on some cooked builds.

	Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
	This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
	Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.

	Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
	and also "LastRenderTimeMips" which related to timed primitives.
	Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.

	"Texture Streaming Build" now updates the map check after execution.

	Removed Orphaned texture logic as this has  become irrelevant with the latest retention priority logic.

	Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.

Change 3224532 on 2016/12/07 by Uriel.Doyon

	Integrated CL 3223965 :

	Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
	Added more options to allow the user to cancel this build also.

Change 3224714 on 2016/12/07 by Ben.Woodhouse

	Cherry pick CL 3223972 from //fortnite/main:

	Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)

Change 3224715 on 2016/12/07 by Ben.Woodhouse

	New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version

Change 3224975 on 2016/12/07 by Rolando.Caloca

	DR - vk - Dump improvements

Change 3225012 on 2016/12/07 by Rolando.Caloca

	DR - Show warning if trying to use num samples != (1,2,4,8,16)

Change 3225126 on 2016/12/07 by Chris.Bunner

	Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
	#jira UE-39345

Change 3225449 on 2016/12/07 by Chris.Bunner

	Updated engine rendering defaults to better match current best practices.
	#jira UE-38081

Change 3225485 on 2016/12/07 by Chris.Bunner

	Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
	#jira UE-19394

Change 3225486 on 2016/12/07 by Chris.Bunner

	Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.

Change 3225505 on 2016/12/07 by Daniel.Wright

	Fixed exponential height fog disappearing with no skybox

Change 3225655 on 2016/12/07 by Benjamin.Hyder

	Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.

Change 3225668 on 2016/12/07 by Chris.Bunner

	Dirty owning packages when user manually forces regeneration of all reflection captures.
	#jira UE-38759

Change 3226139 on 2016/12/07 by Rolando.Caloca

	DR - Fix recompute tangents disabling skin cache
	- Make some macros into lambdas
	#jira UE-39143

Change 3226212 on 2016/12/07 by Daniel.Wright

	Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false

Change 3226213 on 2016/12/07 by Daniel.Wright

	Scene Capture 2D can specify a global clip plane, which is useful for portals
	* Requires the global clip plane project setting to be enabled

Change 3226214 on 2016/12/07 by Daniel.Wright

	Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
	* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
	* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
	* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
	* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall

Change 3226258 on 2016/12/07 by Rolando.Caloca

	DR - Typo fix

Change 3226259 on 2016/12/07 by Rolando.Caloca

	DR - compile fix
	#jira UE-39143

Change 3226932 on 2016/12/08 by Chris.Bunner

	Re-saved Infiltrator maps to update reflection captures.
	#jira UE-38759

Change 3227063 on 2016/12/08 by Mark.Satterthwaite

	For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
	#jira UE-37436

Change 3227120 on 2016/12/08 by Gil.Gribb

	Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3227211 on 2016/12/08 by Arne.Schober

	DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.

Change 3227257 on 2016/12/08 by Marc.Olano

	Extension to PseudoVolumeTexture for more flexible layout
	Change by ryan.brucks

Change 3227286 on 2016/12/08 by Rolando.Caloca

	DR - Fix crash when using custom expressions and using reserved keywords
	#jira UE-39311

Change 3227376 on 2016/12/08 by Mark.Satterthwaite

	Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.

Change 3227415 on 2016/12/08 by Mark.Satterthwaite

	Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.

Change 3227516 on 2016/12/08 by Daniel.Wright

	Implemented UWidgetComponent::GetUsedMaterials

Change 3227521 on 2016/12/08 by Guillaume.Abadie

	Fixes post process volume's indirect lighting color.

	#jira UE-38888

Change 3227567 on 2016/12/08 by Marc.Olano

	New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask

Change 3227628 on 2016/12/08 by Daniel.Wright

	Removed redundant ResolveSceneDepthTexture from the merge

Change 3227635 on 2016/12/08 by Daniel.Wright

	Forward renderer supports shadowing from movable lights and light functions
	* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
	* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned

Change 3227660 on 2016/12/08 by Rolando.Caloca

	DR - vk - Fix r.MobileMSAA on Vulkan
	- r.MobileMSAA is now read-only (to be fixed on 4.16)
	- Show time for PSO creation hitches
	#jira UE-39184

Change 3227704 on 2016/12/08 by Mark.Satterthwaite

	Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.

Change 3227705 on 2016/12/08 by Daniel.Wright

	Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)

Change 3227787 on 2016/12/08 by Chris.Bunner

	Added extent clear to motion blur pass to catch misized buffers bringing in errors.
	Added early out to clear call when excluded region matches RT region.
	#jira UE-39437

Change 3228177 on 2016/12/08 by Marc.Olano

	Fix DCC sqrt(int) error

Change 3228285 on 2016/12/08 by Chris.Bunner

	Back out changelist 3225449.
	#jira UE-39528

Change 3228680 on 2016/12/09 by Gil.Gribb

	Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3228940 on 2016/12/09 by Mark.Satterthwaite

	Editor fixes for 4.15:
	- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
	- Don't start render-passes without a valid render-target-array in MetalRHI.

Change 3228950 on 2016/12/09 by Mark.Satterthwaite

	Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
	- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
	- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
	#jira UE-39256

Change 3229013 on 2016/12/09 by Mark.Satterthwaite

	Further tidy up in SSkeletonTreeView as suggested by Nick.A.

Change 3229101 on 2016/12/09 by Chris.Bunner

	Log compile error fix and updated cvar comments.

Change 3229236 on 2016/12/09 by Ben.Woodhouse

	XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles

Change 3229430 on 2016/12/09 by Ben.Woodhouse

	PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)

	Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)

Change 3229580 on 2016/12/09 by Marcus.Wassmer

	DepthBoundsTest for AMD.

Change 3229701 on 2016/12/09 by Michael.Trepka

	Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2

Change 3229706 on 2016/12/09 by Chris.Bunner

	Added GameUserSettings controls for HDR display output.
	Removed Metal commandline as this should replace the need for it.

Change 3229774 on 2016/12/09 by Michael.Trepka

	Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.

Change 3229819 on 2016/12/09 by Chris.Bunner

	Updated engine rendering defaults to better match current best practices.
	#jira UE-38081

Change 3229948 on 2016/12/09 by Rolando.Caloca

	DR - Fix d3d debug error
	#jira UE-39589

Change 3230341 on 2016/12/11 by Mark.Satterthwaite

	Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
	#jira UE-39613

Change 3230860 on 2016/12/12 by Marcus.Wassmer

	Experimental Nvidia AFR support.

Change 3230930 on 2016/12/12 by Mark.Satterthwaite

	Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.

Change 3231252 on 2016/12/12 by Marcus.Wassmer

	Fix NumGPU detection. (SLI only crash)

Change 3231486 on 2016/12/12 by Mark.Satterthwaite

	Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.

Change 3231661 on 2016/12/12 by Mark.Satterthwaite

	Retain the RHI samplers in MetalRHI to guarantee lifetime.

[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00