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44 Commits
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6caaba7cca |
Fixed Windows file picker potentially mangling the returned path
#jira UE-43319 #rb Matt.Kuhlenschmidt #lockdown Nick.Penwarden [CL 3384976 by Jamie Dale in Main branch] |
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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 |
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20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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4ba423868f |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch] |
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24a8d60723 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch] |
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f4fb4b8596 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 2996057)
========================== MAJOR FEATURES + CHANGES ========================== Change 2975196 on 2016/05/12 by Robert.Manuszewski Garbage Collector will no longer be responsible for generating class token stream, instead the token stream will be generated on startup or when a class has finished loading. - This way we can avoid very long GC times after new blueprints have been loaded. - Temporarily enabled CLASS_TokenStreamAssembled check in development builds (for testing purposes) Change 2993960 on 2016/05/30 by Robert.Manuszewski Fixing leaked linkers created by blocking load requests during async loading. Change 2959398 on 2016/04/28 by Steve.Robb TMap references are strong and cannot be nulled by pending kill. This makes references in values strong too, even though we only really care about keys, which will corrupt the map when nulled. #jira UE-20828 Change 2960723 on 2016/04/29 by Graeme.Thornton Fix for texture asset import data being ignored when async loaded Change 2960938 on 2016/04/29 by Robert.Manuszewski Nulling out sql db handle after closing it. Change 2967127 on 2016/05/05 by Steve.Robb Move constructors explicitly disabled in generated code. Change 2967143 on 2016/05/05 by Steve.Robb Static analysis fixes: warning C6326: Potential comparison of a constant with another constant. Change 2967164 on 2016/05/05 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer Change 2968650 on 2016/05/06 by Steve.Robb Fix for HotReload copying module manager. Change 2968915 on 2016/05/06 by Robert.Manuszewski Fixing spelling of SetImageIntegrityStatus function name. Change 2970406 on 2016/05/09 by Steve.Robb Static analysis fixes: Function uses '...' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap. Change 2970419 on 2016/05/09 by Steve.Robb Static analysis fixes: warning C6326: Potential comparison of a constant with another constant. warning C6011: Dereferencing NULL pointer '...'. warning C6385: Reading invalid data from '...': the readable size is '...' bytes, but '...' bytes may be read. warning C6386: Buffer overrun while writing to '...': the writable size is '...' bytes, but '...' bytes might be written. Change 2970431 on 2016/05/09 by Steve.Robb Static analysis fixes: warning C6299: Explicitly comparing a bit field to a Boolean type will yield unexpected results. Change 2972032 on 2016/05/10 by Steven.Hutton Workflow fixes to bugg / crashgroup filtering. Filters should now correctly persist across queries. Change 2972085 on 2016/05/10 by Steve.Robb Const-correctness fix for FLogCategoryBase::IsSuppressed. Change 2972087 on 2016/05/10 by Steve.Robb ELogVerbosity moved into its own header. Change 2972090 on 2016/05/10 by Steve.Robb Redundant ensure removed. Change 2972103 on 2016/05/10 by Steve.Robb Removal of redundant use of USING_CODE_ANALYSIS. Change 2972139 on 2016/05/10 by Steve.Robb Fix for ensure macros throwing C6326 warnings during static analysis. Change 2972147 on 2016/05/10 by Steve.Robb Fix for UE_LOG_ACTIVE macro throwing C6326 warnings during static analysis. Change 2972162 on 2016/05/10 by Steve.Robb SCOPE_CYCLE_COUNTER_GUARD removed. Change 2972168 on 2016/05/10 by Steve.Robb Compile error fix for logOrEnsureNanError in static analysis builds. Change 2973084 on 2016/05/10 by Chris.Wood Crash Report Server performance tweak Change 2974030 on 2016/05/11 by Steve.Robb Fix for IPropertyHandle::SetValue - used to take a non-const reference to a const UObject*, now it takes const references to both non-const and const UObject*. Change 2974053 on 2016/05/11 by Steve.Robb Static analysis fixes: warning C6326: Potential comparison of a constant with another constant. Change |
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b9b38fe97b |
Copying //UE4/Dev-Platform to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch] |
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6c75b4032c |
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147)
==========================
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
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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e5bb9b4d0d |
Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh #platformnotify Josh.Adams [CL 2718236 by Marc Audy in Main branch] |
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6b59894a89 |
For an empty request, the launcher scheme should be invoked with no path. This means to just make sure the Launcher is running, without performing a UI request and window focus
#jira OPP-4027: Launcher navigates to Community tab when 4.9 preview is Launched #jira OPP-4042: The Launcher will maximize and take focus once 4.9 Preview 4 opens #reviewedby Justin.Sargent #platformnotify Josh.Adams [CL 2662768 by Leigh Swift in Main branch] |
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a76b7cc9dc |
Updated code that checks for the launcher's existence, opens it and issues navigation commands to use Uri's.
#platformnotify Josh.Adams [CL 2643701 by Justin Sargent in Main branch] |
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0a09f97f20 |
[INTEGRATE] merge ue4<-ue4-launcherDev cl 2582701
#change Aalternate solution discussed with Ben.Marsh #platformnotify Josh.Adams [CL 2582776 by Andrew Brown in Main branch] |
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59c10c5f50 |
[INTEGRATE] merge ue4<-ue4-launcherDev cl 2582631
#change Rollback of accidental merge 2581810. Discussed alternate solution with Ben.Marsh #platformnotify Josh.Adams [CL 2582768 by Andrew Brown in Main branch] |
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273cde1704 |
Merging using UE4-To-UE4-LauncherDev
#platformnotify Josh.Adams [CL 2581810 by Justin Sargent in Main branch] |
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a3443c81d5 |
Fixed C++ variable shadowing in Windows-specific code
- Two actual bugs were fixed (GitSourceControlUtils.cpp, VisualStudioSourceCodeAccessor.h) - (These errors were found by using the Clang compiler on Windows platform) #codereview marc.audy [CL 2532216 by Mike Fricker in Main branch] |
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79a26091bf |
Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski [CL 2466824 by Saul Abreu in Main branch] |
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0c9614b56a |
Fixes for UnrealVersionSelector:
* Only try to build UBT if it's not present in the *target* engine directory (as opposed to the running engine directory). Fixes problems with running from launcher installation. * Fix building UBT from paths that contain spaces. * Better logging of what's going on when trying to build UBT (and possible failure points) * Remove duplicate entries in installation list, and make sure that every path is stored in the same way. Was allowing a number of paths to contain relative portions. #codereview Carlos.Cuello [CL 2424385 by Ben Marsh in Main branch] |
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7f0fd4c401 |
Added generic UserTempDir() to platform abstraction.
- Moved Windows code from DesktopPlatform module to Core. - All other platforms aren't implemented yet, but should compile (fixes CIS). #codereview Dan.Hertzka, Matt.Kuhlenschmidt, Michael.Trepka, Josh.Adams [CL 2409470 by Dmitry Rekman in Main branch] |
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8c7348dc9b |
Replaced the "Get Visual Studio" hyperlink in the SNewProjectWizard and SNewClassDialog with an "Install Visual Studio" button on Windows
- Added IDesktopPlatform::GetUserTempPath() and implemented it for windows
- Created SGetSuggestedIDEWidget class that handles whether to show a "Download X" hyperlink vs. an "Install X" button (depending on whether the platform supports on-demand installation)
- Analytics event added ("Editor.Usage.InstalledIDE") that fires whenever the "Install X" button is clicked
- Changed SourceCodeIDEURL_Windows in BaseEditor.ini from the VSC 2013 web page link to the installer download link (need to replace with perma-link once we have it)
[CL 2409158 by Dan Hertzka in Main branch]
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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65ba5d456f |
TArray documentation and a coupld of methods deprecation.
Changes mostly in Array.h. The changes in other files are only renames for deprecated functions. [CL 2312616 by Jaroslaw Palczynski in Main branch] |
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694e7ca807 |
Hot-Reload: Make sure hot-reload is waiting for new modules only when UBT from the current branch is running
#change Added (desktop) platform abstraction for checking if UBT is running. Fully functional for Windows, WIP for Mac and Linux (should work, but can give false positives) [CL 2302894 by Robert Manuszewski in Main branch] |
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ae5e700449 |
Use WinXP compatible functions for DesktopPlatform functionality. TTP 345688 seems to indicate failure to compile CrashReportClient due to using RegGetValue.
[CL 2301206 by Ben Marsh in Main branch] |
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a711f14ebc |
Fixed stale file association settings that were never cleaned up from the old UE/Rocket shell extensions.
[CL 2262706 by Ben Marsh in Main branch] |