#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]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2817214 on 2016/01/06 by mason.seay
Adjusted Walkable Slope Override for mesh
#jira UE-24473
Change 2817384 on 2016/01/06 by Michael.Schoell
Crash fix when selecting a variable node for a variable that is not owned by a Blueprint.
#jira UE-24958 - Crash when getting the sequence player in level blueprint
Change 2817438 on 2016/01/06 by Max.Chen
Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr
#rb Andrew.Rodham
#jira UE-24926
Change 2817459 on 2016/01/06 by Marc.Audy
PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro)
#jira UE-22309
Change 2817472 on 2016/01/06 by Ben.Marsh
Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out.
Change 2817473 on 2016/01/06 by Marc.Audy
PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus)
#jira UE-21911
Change 2817533 on 2016/01/06 by Lauren.Ridge
Fixing Match3 not compiling in Debug (removed two checks on TileLibrary)
#jira UE-25004
Change 2817625 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19659 Reimported Template Animations with Proper Skeletons
Change 2817647 on 2016/01/06 by Lukasz.Furman
replaced ensure during initialization of blackboard based behavior tree task with log warning
#ue4
#jira UE-24448
#rb Mieszko.Zielinski
Change 2817648 on 2016/01/06 by Lukasz.Furman
fixed broken rendering component of navmesh actor after delete-undo operation
#ue4
#jira UE-24446
#rb Mieszko.Zielinski
Change 2817688 on 2016/01/06 by Taizyd.Korambayil
#jira UE-22347 Fixed Message Warnings on Startup
Change 2817815 on 2016/01/06 by Jamie.Dale
Multiple fixes when editing right-to-left text
- Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries.
- Text layout highlights are now able to correctly handle bi-directional and right-to-left text.
- Text picking can now handle bi-directional and right-to-left text.
- Text picking can now pick the individual characters that make up a ligature glyph.
- The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text).
- Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph.
- Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs.
#jira UE-25013
Change 2817828 on 2016/01/06 by Nick.Darnell
Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher.
#jira UE-24563
Change 2818052 on 2016/01/06 by Nick.Darnell
Editor - Adding another application check for the launcher to catch the current app name on mac.
#jira UE-24563
Change 2818149 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh
Change 2818360 on 2016/01/06 by Chris.Babcock
Fix reading from ini sections not cached after build system changes for 4.11
#jira UE-25027
#ue4
#android
Change 2818369 on 2016/01/06 by Ryan.Vance
#jira UE-24976
Adding tessellation support to instanced stereo
Change 2818999 on 2016/01/07 by Robert.Manuszewski
UHT will no longer try to load game-only plugins.
#jira UE-25032
- Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs
- Added better error message when UHT's PreInit fails
Change 2819064 on 2016/01/07 by Richard.Hinckley
#jira UE-24694
Fixing array usage in 4.11 stream.
Change 2819067 on 2016/01/07 by Ori.Cohen
When editor tries to spawn a physics asset we automatically load the needed skeletal mesh
#rb Matt.K
#JIRA UE-24165
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4
[CL 2270866 by Rolando Caloca in Main branch]